three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '118dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var CineonToneMapping = 3;
  109. var ACESFilmicToneMapping = 4;
  110. var UVMapping = 300;
  111. var CubeReflectionMapping = 301;
  112. var CubeRefractionMapping = 302;
  113. var EquirectangularReflectionMapping = 303;
  114. var EquirectangularRefractionMapping = 304;
  115. var CubeUVReflectionMapping = 306;
  116. var CubeUVRefractionMapping = 307;
  117. var RepeatWrapping = 1000;
  118. var ClampToEdgeWrapping = 1001;
  119. var MirroredRepeatWrapping = 1002;
  120. var NearestFilter = 1003;
  121. var NearestMipmapNearestFilter = 1004;
  122. var NearestMipMapNearestFilter = 1004;
  123. var NearestMipmapLinearFilter = 1005;
  124. var NearestMipMapLinearFilter = 1005;
  125. var LinearFilter = 1006;
  126. var LinearMipmapNearestFilter = 1007;
  127. var LinearMipMapNearestFilter = 1007;
  128. var LinearMipmapLinearFilter = 1008;
  129. var LinearMipMapLinearFilter = 1008;
  130. var UnsignedByteType = 1009;
  131. var ByteType = 1010;
  132. var ShortType = 1011;
  133. var UnsignedShortType = 1012;
  134. var IntType = 1013;
  135. var UnsignedIntType = 1014;
  136. var FloatType = 1015;
  137. var HalfFloatType = 1016;
  138. var UnsignedShort4444Type = 1017;
  139. var UnsignedShort5551Type = 1018;
  140. var UnsignedShort565Type = 1019;
  141. var UnsignedInt248Type = 1020;
  142. var AlphaFormat = 1021;
  143. var RGBFormat = 1022;
  144. var RGBAFormat = 1023;
  145. var LuminanceFormat = 1024;
  146. var LuminanceAlphaFormat = 1025;
  147. var RGBEFormat = RGBAFormat;
  148. var DepthFormat = 1026;
  149. var DepthStencilFormat = 1027;
  150. var RedFormat = 1028;
  151. var RedIntegerFormat = 1029;
  152. var RGFormat = 1030;
  153. var RGIntegerFormat = 1031;
  154. var RGBIntegerFormat = 1032;
  155. var RGBAIntegerFormat = 1033;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGB_ETC2_Format = 37492;
  166. var RGBA_ETC2_EAC_Format = 37496;
  167. var RGBA_ASTC_4x4_Format = 37808;
  168. var RGBA_ASTC_5x4_Format = 37809;
  169. var RGBA_ASTC_5x5_Format = 37810;
  170. var RGBA_ASTC_6x5_Format = 37811;
  171. var RGBA_ASTC_6x6_Format = 37812;
  172. var RGBA_ASTC_8x5_Format = 37813;
  173. var RGBA_ASTC_8x6_Format = 37814;
  174. var RGBA_ASTC_8x8_Format = 37815;
  175. var RGBA_ASTC_10x5_Format = 37816;
  176. var RGBA_ASTC_10x6_Format = 37817;
  177. var RGBA_ASTC_10x8_Format = 37818;
  178. var RGBA_ASTC_10x10_Format = 37819;
  179. var RGBA_ASTC_12x10_Format = 37820;
  180. var RGBA_ASTC_12x12_Format = 37821;
  181. var RGBA_BPTC_Format = 36492;
  182. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  183. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  184. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  185. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  186. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  187. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  188. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  189. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  190. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  191. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  192. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  193. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  194. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  195. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  196. var LoopOnce = 2200;
  197. var LoopRepeat = 2201;
  198. var LoopPingPong = 2202;
  199. var InterpolateDiscrete = 2300;
  200. var InterpolateLinear = 2301;
  201. var InterpolateSmooth = 2302;
  202. var ZeroCurvatureEnding = 2400;
  203. var ZeroSlopeEnding = 2401;
  204. var WrapAroundEnding = 2402;
  205. var NormalAnimationBlendMode = 2500;
  206. var AdditiveAnimationBlendMode = 2501;
  207. var TrianglesDrawMode = 0;
  208. var TriangleStripDrawMode = 1;
  209. var TriangleFanDrawMode = 2;
  210. var LinearEncoding = 3000;
  211. var sRGBEncoding = 3001;
  212. var GammaEncoding = 3007;
  213. var RGBEEncoding = 3002;
  214. var LogLuvEncoding = 3003;
  215. var RGBM7Encoding = 3004;
  216. var RGBM16Encoding = 3005;
  217. var RGBDEncoding = 3006;
  218. var BasicDepthPacking = 3200;
  219. var RGBADepthPacking = 3201;
  220. var TangentSpaceNormalMap = 0;
  221. var ObjectSpaceNormalMap = 1;
  222. var ZeroStencilOp = 0;
  223. var KeepStencilOp = 7680;
  224. var ReplaceStencilOp = 7681;
  225. var IncrementStencilOp = 7682;
  226. var DecrementStencilOp = 7683;
  227. var IncrementWrapStencilOp = 34055;
  228. var DecrementWrapStencilOp = 34056;
  229. var InvertStencilOp = 5386;
  230. var NeverStencilFunc = 512;
  231. var LessStencilFunc = 513;
  232. var EqualStencilFunc = 514;
  233. var LessEqualStencilFunc = 515;
  234. var GreaterStencilFunc = 516;
  235. var NotEqualStencilFunc = 517;
  236. var GreaterEqualStencilFunc = 518;
  237. var AlwaysStencilFunc = 519;
  238. var StaticDrawUsage = 35044;
  239. var DynamicDrawUsage = 35048;
  240. var StreamDrawUsage = 35040;
  241. var StaticReadUsage = 35045;
  242. var DynamicReadUsage = 35049;
  243. var StreamReadUsage = 35041;
  244. var StaticCopyUsage = 35046;
  245. var DynamicCopyUsage = 35050;
  246. var StreamCopyUsage = 35042;
  247. /**
  248. * https://github.com/mrdoob/eventdispatcher.js/
  249. */
  250. function EventDispatcher() {}
  251. Object.assign( EventDispatcher.prototype, {
  252. addEventListener: function ( type, listener ) {
  253. if ( this._listeners === undefined ) { this._listeners = {}; }
  254. var listeners = this._listeners;
  255. if ( listeners[ type ] === undefined ) {
  256. listeners[ type ] = [];
  257. }
  258. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  259. listeners[ type ].push( listener );
  260. }
  261. },
  262. hasEventListener: function ( type, listener ) {
  263. if ( this._listeners === undefined ) { return false; }
  264. var listeners = this._listeners;
  265. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  266. },
  267. removeEventListener: function ( type, listener ) {
  268. if ( this._listeners === undefined ) { return; }
  269. var listeners = this._listeners;
  270. var listenerArray = listeners[ type ];
  271. if ( listenerArray !== undefined ) {
  272. var index = listenerArray.indexOf( listener );
  273. if ( index !== - 1 ) {
  274. listenerArray.splice( index, 1 );
  275. }
  276. }
  277. },
  278. dispatchEvent: function ( event ) {
  279. if ( this._listeners === undefined ) { return; }
  280. var listeners = this._listeners;
  281. var listenerArray = listeners[ event.type ];
  282. if ( listenerArray !== undefined ) {
  283. event.target = this;
  284. // Make a copy, in case listeners are removed while iterating.
  285. var array = listenerArray.slice( 0 );
  286. for ( var i = 0, l = array.length; i < l; i ++ ) {
  287. array[ i ].call( this, event );
  288. }
  289. }
  290. }
  291. } );
  292. /**
  293. * @author alteredq / http://alteredqualia.com/
  294. * @author mrdoob / http://mrdoob.com/
  295. * @author WestLangley / http://github.com/WestLangley
  296. * @author thezwap
  297. */
  298. var _lut = [];
  299. for ( var i = 0; i < 256; i ++ ) {
  300. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  301. }
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. degToRad: function ( degrees ) {
  360. return degrees * MathUtils.DEG2RAD;
  361. },
  362. radToDeg: function ( radians ) {
  363. return radians * MathUtils.RAD2DEG;
  364. },
  365. isPowerOfTwo: function ( value ) {
  366. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  367. },
  368. ceilPowerOfTwo: function ( value ) {
  369. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  370. },
  371. floorPowerOfTwo: function ( value ) {
  372. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  373. },
  374. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  375. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  376. // rotations are applied to the axes in the order specified by 'order'
  377. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  378. // angles are in radians
  379. var cos = Math.cos;
  380. var sin = Math.sin;
  381. var c2 = cos( b / 2 );
  382. var s2 = sin( b / 2 );
  383. var c13 = cos( ( a + c ) / 2 );
  384. var s13 = sin( ( a + c ) / 2 );
  385. var c1_3 = cos( ( a - c ) / 2 );
  386. var s1_3 = sin( ( a - c ) / 2 );
  387. var c3_1 = cos( ( c - a ) / 2 );
  388. var s3_1 = sin( ( c - a ) / 2 );
  389. switch ( order ) {
  390. case 'XYX':
  391. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  392. break;
  393. case 'YZY':
  394. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  395. break;
  396. case 'ZXZ':
  397. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  398. break;
  399. case 'XZX':
  400. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  401. break;
  402. case 'YXY':
  403. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  404. break;
  405. case 'ZYZ':
  406. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  407. break;
  408. default:
  409. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  410. }
  411. }
  412. };
  413. /**
  414. * @author mrdoob / http://mrdoob.com/
  415. * @author philogb / http://blog.thejit.org/
  416. * @author egraether / http://egraether.com/
  417. * @author zz85 / http://www.lab4games.net/zz85/blog
  418. */
  419. function Vector2( x, y ) {
  420. this.x = x || 0;
  421. this.y = y || 0;
  422. }
  423. Object.defineProperties( Vector2.prototype, {
  424. "width": {
  425. get: function () {
  426. return this.x;
  427. },
  428. set: function ( value ) {
  429. this.x = value;
  430. }
  431. },
  432. "height": {
  433. get: function () {
  434. return this.y;
  435. },
  436. set: function ( value ) {
  437. this.y = value;
  438. }
  439. }
  440. } );
  441. Object.assign( Vector2.prototype, {
  442. isVector2: true,
  443. set: function ( x, y ) {
  444. this.x = x;
  445. this.y = y;
  446. return this;
  447. },
  448. setScalar: function ( scalar ) {
  449. this.x = scalar;
  450. this.y = scalar;
  451. return this;
  452. },
  453. setX: function ( x ) {
  454. this.x = x;
  455. return this;
  456. },
  457. setY: function ( y ) {
  458. this.y = y;
  459. return this;
  460. },
  461. setComponent: function ( index, value ) {
  462. switch ( index ) {
  463. case 0: this.x = value; break;
  464. case 1: this.y = value; break;
  465. default: throw new Error( 'index is out of range: ' + index );
  466. }
  467. return this;
  468. },
  469. getComponent: function ( index ) {
  470. switch ( index ) {
  471. case 0: return this.x;
  472. case 1: return this.y;
  473. default: throw new Error( 'index is out of range: ' + index );
  474. }
  475. },
  476. clone: function () {
  477. return new this.constructor( this.x, this.y );
  478. },
  479. copy: function ( v ) {
  480. this.x = v.x;
  481. this.y = v.y;
  482. return this;
  483. },
  484. add: function ( v, w ) {
  485. if ( w !== undefined ) {
  486. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  487. return this.addVectors( v, w );
  488. }
  489. this.x += v.x;
  490. this.y += v.y;
  491. return this;
  492. },
  493. addScalar: function ( s ) {
  494. this.x += s;
  495. this.y += s;
  496. return this;
  497. },
  498. addVectors: function ( a, b ) {
  499. this.x = a.x + b.x;
  500. this.y = a.y + b.y;
  501. return this;
  502. },
  503. addScaledVector: function ( v, s ) {
  504. this.x += v.x * s;
  505. this.y += v.y * s;
  506. return this;
  507. },
  508. sub: function ( v, w ) {
  509. if ( w !== undefined ) {
  510. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  511. return this.subVectors( v, w );
  512. }
  513. this.x -= v.x;
  514. this.y -= v.y;
  515. return this;
  516. },
  517. subScalar: function ( s ) {
  518. this.x -= s;
  519. this.y -= s;
  520. return this;
  521. },
  522. subVectors: function ( a, b ) {
  523. this.x = a.x - b.x;
  524. this.y = a.y - b.y;
  525. return this;
  526. },
  527. multiply: function ( v ) {
  528. this.x *= v.x;
  529. this.y *= v.y;
  530. return this;
  531. },
  532. multiplyScalar: function ( scalar ) {
  533. this.x *= scalar;
  534. this.y *= scalar;
  535. return this;
  536. },
  537. divide: function ( v ) {
  538. this.x /= v.x;
  539. this.y /= v.y;
  540. return this;
  541. },
  542. divideScalar: function ( scalar ) {
  543. return this.multiplyScalar( 1 / scalar );
  544. },
  545. applyMatrix3: function ( m ) {
  546. var x = this.x, y = this.y;
  547. var e = m.elements;
  548. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  549. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  550. return this;
  551. },
  552. min: function ( v ) {
  553. this.x = Math.min( this.x, v.x );
  554. this.y = Math.min( this.y, v.y );
  555. return this;
  556. },
  557. max: function ( v ) {
  558. this.x = Math.max( this.x, v.x );
  559. this.y = Math.max( this.y, v.y );
  560. return this;
  561. },
  562. clamp: function ( min, max ) {
  563. // assumes min < max, componentwise
  564. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  565. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  566. return this;
  567. },
  568. clampScalar: function ( minVal, maxVal ) {
  569. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  570. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  571. return this;
  572. },
  573. clampLength: function ( min, max ) {
  574. var length = this.length();
  575. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  576. },
  577. floor: function () {
  578. this.x = Math.floor( this.x );
  579. this.y = Math.floor( this.y );
  580. return this;
  581. },
  582. ceil: function () {
  583. this.x = Math.ceil( this.x );
  584. this.y = Math.ceil( this.y );
  585. return this;
  586. },
  587. round: function () {
  588. this.x = Math.round( this.x );
  589. this.y = Math.round( this.y );
  590. return this;
  591. },
  592. roundToZero: function () {
  593. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  594. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  595. return this;
  596. },
  597. negate: function () {
  598. this.x = - this.x;
  599. this.y = - this.y;
  600. return this;
  601. },
  602. dot: function ( v ) {
  603. return this.x * v.x + this.y * v.y;
  604. },
  605. cross: function ( v ) {
  606. return this.x * v.y - this.y * v.x;
  607. },
  608. lengthSq: function () {
  609. return this.x * this.x + this.y * this.y;
  610. },
  611. length: function () {
  612. return Math.sqrt( this.x * this.x + this.y * this.y );
  613. },
  614. manhattanLength: function () {
  615. return Math.abs( this.x ) + Math.abs( this.y );
  616. },
  617. normalize: function () {
  618. return this.divideScalar( this.length() || 1 );
  619. },
  620. angle: function () {
  621. // computes the angle in radians with respect to the positive x-axis
  622. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  623. return angle;
  624. },
  625. distanceTo: function ( v ) {
  626. return Math.sqrt( this.distanceToSquared( v ) );
  627. },
  628. distanceToSquared: function ( v ) {
  629. var dx = this.x - v.x, dy = this.y - v.y;
  630. return dx * dx + dy * dy;
  631. },
  632. manhattanDistanceTo: function ( v ) {
  633. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  634. },
  635. setLength: function ( length ) {
  636. return this.normalize().multiplyScalar( length );
  637. },
  638. lerp: function ( v, alpha ) {
  639. this.x += ( v.x - this.x ) * alpha;
  640. this.y += ( v.y - this.y ) * alpha;
  641. return this;
  642. },
  643. lerpVectors: function ( v1, v2, alpha ) {
  644. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  645. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  646. return this;
  647. },
  648. equals: function ( v ) {
  649. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  650. },
  651. fromArray: function ( array, offset ) {
  652. if ( offset === undefined ) { offset = 0; }
  653. this.x = array[ offset ];
  654. this.y = array[ offset + 1 ];
  655. return this;
  656. },
  657. toArray: function ( array, offset ) {
  658. if ( array === undefined ) { array = []; }
  659. if ( offset === undefined ) { offset = 0; }
  660. array[ offset ] = this.x;
  661. array[ offset + 1 ] = this.y;
  662. return array;
  663. },
  664. fromBufferAttribute: function ( attribute, index, offset ) {
  665. if ( offset !== undefined ) {
  666. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  667. }
  668. this.x = attribute.getX( index );
  669. this.y = attribute.getY( index );
  670. return this;
  671. },
  672. rotateAround: function ( center, angle ) {
  673. var c = Math.cos( angle ), s = Math.sin( angle );
  674. var x = this.x - center.x;
  675. var y = this.y - center.y;
  676. this.x = x * c - y * s + center.x;
  677. this.y = x * s + y * c + center.y;
  678. return this;
  679. },
  680. random: function () {
  681. this.x = Math.random();
  682. this.y = Math.random();
  683. return this;
  684. }
  685. } );
  686. /**
  687. * @author alteredq / http://alteredqualia.com/
  688. * @author WestLangley / http://github.com/WestLangley
  689. * @author bhouston / http://clara.io
  690. * @author tschw
  691. */
  692. function Matrix3() {
  693. this.elements = [
  694. 1, 0, 0,
  695. 0, 1, 0,
  696. 0, 0, 1
  697. ];
  698. if ( arguments.length > 0 ) {
  699. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  700. }
  701. }
  702. Object.assign( Matrix3.prototype, {
  703. isMatrix3: true,
  704. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  705. var te = this.elements;
  706. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  707. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  708. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  709. return this;
  710. },
  711. identity: function () {
  712. this.set(
  713. 1, 0, 0,
  714. 0, 1, 0,
  715. 0, 0, 1
  716. );
  717. return this;
  718. },
  719. clone: function () {
  720. return new this.constructor().fromArray( this.elements );
  721. },
  722. copy: function ( m ) {
  723. var te = this.elements;
  724. var me = m.elements;
  725. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  726. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  727. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  728. return this;
  729. },
  730. extractBasis: function ( xAxis, yAxis, zAxis ) {
  731. xAxis.setFromMatrix3Column( this, 0 );
  732. yAxis.setFromMatrix3Column( this, 1 );
  733. zAxis.setFromMatrix3Column( this, 2 );
  734. return this;
  735. },
  736. setFromMatrix4: function ( m ) {
  737. var me = m.elements;
  738. this.set(
  739. me[ 0 ], me[ 4 ], me[ 8 ],
  740. me[ 1 ], me[ 5 ], me[ 9 ],
  741. me[ 2 ], me[ 6 ], me[ 10 ]
  742. );
  743. return this;
  744. },
  745. multiply: function ( m ) {
  746. return this.multiplyMatrices( this, m );
  747. },
  748. premultiply: function ( m ) {
  749. return this.multiplyMatrices( m, this );
  750. },
  751. multiplyMatrices: function ( a, b ) {
  752. var ae = a.elements;
  753. var be = b.elements;
  754. var te = this.elements;
  755. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  756. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  757. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  758. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  759. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  760. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  761. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  762. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  763. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  764. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  765. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  766. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  767. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  768. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  769. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  770. return this;
  771. },
  772. multiplyScalar: function ( s ) {
  773. var te = this.elements;
  774. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  775. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  776. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  777. return this;
  778. },
  779. determinant: function () {
  780. var te = this.elements;
  781. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  782. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  783. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  784. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  785. },
  786. getInverse: function ( matrix, throwOnDegenerate ) {
  787. if ( throwOnDegenerate !== undefined ) {
  788. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  789. }
  790. var me = matrix.elements,
  791. te = this.elements,
  792. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  793. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  794. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  795. t11 = n33 * n22 - n32 * n23,
  796. t12 = n32 * n13 - n33 * n12,
  797. t13 = n23 * n12 - n22 * n13,
  798. det = n11 * t11 + n21 * t12 + n31 * t13;
  799. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  800. var detInv = 1 / det;
  801. te[ 0 ] = t11 * detInv;
  802. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  803. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  804. te[ 3 ] = t12 * detInv;
  805. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  806. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  807. te[ 6 ] = t13 * detInv;
  808. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  809. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  810. return this;
  811. },
  812. transpose: function () {
  813. var tmp;
  814. var m = this.elements;
  815. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  816. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  817. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  818. return this;
  819. },
  820. getNormalMatrix: function ( matrix4 ) {
  821. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  822. },
  823. transposeIntoArray: function ( r ) {
  824. var m = this.elements;
  825. r[ 0 ] = m[ 0 ];
  826. r[ 1 ] = m[ 3 ];
  827. r[ 2 ] = m[ 6 ];
  828. r[ 3 ] = m[ 1 ];
  829. r[ 4 ] = m[ 4 ];
  830. r[ 5 ] = m[ 7 ];
  831. r[ 6 ] = m[ 2 ];
  832. r[ 7 ] = m[ 5 ];
  833. r[ 8 ] = m[ 8 ];
  834. return this;
  835. },
  836. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  837. var c = Math.cos( rotation );
  838. var s = Math.sin( rotation );
  839. this.set(
  840. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  841. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  842. 0, 0, 1
  843. );
  844. },
  845. scale: function ( sx, sy ) {
  846. var te = this.elements;
  847. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  848. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  849. return this;
  850. },
  851. rotate: function ( theta ) {
  852. var c = Math.cos( theta );
  853. var s = Math.sin( theta );
  854. var te = this.elements;
  855. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  856. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  857. te[ 0 ] = c * a11 + s * a21;
  858. te[ 3 ] = c * a12 + s * a22;
  859. te[ 6 ] = c * a13 + s * a23;
  860. te[ 1 ] = - s * a11 + c * a21;
  861. te[ 4 ] = - s * a12 + c * a22;
  862. te[ 7 ] = - s * a13 + c * a23;
  863. return this;
  864. },
  865. translate: function ( tx, ty ) {
  866. var te = this.elements;
  867. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  868. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  869. return this;
  870. },
  871. equals: function ( matrix ) {
  872. var te = this.elements;
  873. var me = matrix.elements;
  874. for ( var i = 0; i < 9; i ++ ) {
  875. if ( te[ i ] !== me[ i ] ) { return false; }
  876. }
  877. return true;
  878. },
  879. fromArray: function ( array, offset ) {
  880. if ( offset === undefined ) { offset = 0; }
  881. for ( var i = 0; i < 9; i ++ ) {
  882. this.elements[ i ] = array[ i + offset ];
  883. }
  884. return this;
  885. },
  886. toArray: function ( array, offset ) {
  887. if ( array === undefined ) { array = []; }
  888. if ( offset === undefined ) { offset = 0; }
  889. var te = this.elements;
  890. array[ offset ] = te[ 0 ];
  891. array[ offset + 1 ] = te[ 1 ];
  892. array[ offset + 2 ] = te[ 2 ];
  893. array[ offset + 3 ] = te[ 3 ];
  894. array[ offset + 4 ] = te[ 4 ];
  895. array[ offset + 5 ] = te[ 5 ];
  896. array[ offset + 6 ] = te[ 6 ];
  897. array[ offset + 7 ] = te[ 7 ];
  898. array[ offset + 8 ] = te[ 8 ];
  899. return array;
  900. }
  901. } );
  902. /**
  903. * @author mrdoob / http://mrdoob.com/
  904. * @author alteredq / http://alteredqualia.com/
  905. * @author szimek / https://github.com/szimek/
  906. */
  907. var _canvas;
  908. var ImageUtils = {
  909. getDataURL: function ( image ) {
  910. var canvas;
  911. if ( typeof HTMLCanvasElement == 'undefined' ) {
  912. return image.src;
  913. } else if ( image instanceof HTMLCanvasElement ) {
  914. canvas = image;
  915. } else {
  916. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  917. _canvas.width = image.width;
  918. _canvas.height = image.height;
  919. var context = _canvas.getContext( '2d' );
  920. if ( image instanceof ImageData ) {
  921. context.putImageData( image, 0, 0 );
  922. } else {
  923. context.drawImage( image, 0, 0, image.width, image.height );
  924. }
  925. canvas = _canvas;
  926. }
  927. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  928. return canvas.toDataURL( 'image/jpeg', 0.6 );
  929. } else {
  930. return canvas.toDataURL( 'image/png' );
  931. }
  932. }
  933. };
  934. /**
  935. * @author mrdoob / http://mrdoob.com/
  936. * @author alteredq / http://alteredqualia.com/
  937. * @author szimek / https://github.com/szimek/
  938. */
  939. var textureId = 0;
  940. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  941. Object.defineProperty( this, 'id', { value: textureId ++ } );
  942. this.uuid = MathUtils.generateUUID();
  943. this.name = '';
  944. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  945. this.mipmaps = [];
  946. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  947. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  948. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  949. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  950. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  951. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  952. this.format = format !== undefined ? format : RGBAFormat;
  953. this.internalFormat = null;
  954. this.type = type !== undefined ? type : UnsignedByteType;
  955. this.offset = new Vector2( 0, 0 );
  956. this.repeat = new Vector2( 1, 1 );
  957. this.center = new Vector2( 0, 0 );
  958. this.rotation = 0;
  959. this.matrixAutoUpdate = true;
  960. this.matrix = new Matrix3();
  961. this.generateMipmaps = true;
  962. this.premultiplyAlpha = false;
  963. this.flipY = true;
  964. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  965. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  966. //
  967. // Also changing the encoding after already used by a Material will not automatically make the Material
  968. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  969. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  970. this.version = 0;
  971. this.onUpdate = null;
  972. }
  973. Texture.DEFAULT_IMAGE = undefined;
  974. Texture.DEFAULT_MAPPING = UVMapping;
  975. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  976. constructor: Texture,
  977. isTexture: true,
  978. updateMatrix: function () {
  979. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  980. },
  981. clone: function () {
  982. return new this.constructor().copy( this );
  983. },
  984. copy: function ( source ) {
  985. this.name = source.name;
  986. this.image = source.image;
  987. this.mipmaps = source.mipmaps.slice( 0 );
  988. this.mapping = source.mapping;
  989. this.wrapS = source.wrapS;
  990. this.wrapT = source.wrapT;
  991. this.magFilter = source.magFilter;
  992. this.minFilter = source.minFilter;
  993. this.anisotropy = source.anisotropy;
  994. this.format = source.format;
  995. this.internalFormat = source.internalFormat;
  996. this.type = source.type;
  997. this.offset.copy( source.offset );
  998. this.repeat.copy( source.repeat );
  999. this.center.copy( source.center );
  1000. this.rotation = source.rotation;
  1001. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1002. this.matrix.copy( source.matrix );
  1003. this.generateMipmaps = source.generateMipmaps;
  1004. this.premultiplyAlpha = source.premultiplyAlpha;
  1005. this.flipY = source.flipY;
  1006. this.unpackAlignment = source.unpackAlignment;
  1007. this.encoding = source.encoding;
  1008. return this;
  1009. },
  1010. toJSON: function ( meta ) {
  1011. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1012. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1013. return meta.textures[ this.uuid ];
  1014. }
  1015. var output = {
  1016. metadata: {
  1017. version: 4.5,
  1018. type: 'Texture',
  1019. generator: 'Texture.toJSON'
  1020. },
  1021. uuid: this.uuid,
  1022. name: this.name,
  1023. mapping: this.mapping,
  1024. repeat: [ this.repeat.x, this.repeat.y ],
  1025. offset: [ this.offset.x, this.offset.y ],
  1026. center: [ this.center.x, this.center.y ],
  1027. rotation: this.rotation,
  1028. wrap: [ this.wrapS, this.wrapT ],
  1029. format: this.format,
  1030. type: this.type,
  1031. encoding: this.encoding,
  1032. minFilter: this.minFilter,
  1033. magFilter: this.magFilter,
  1034. anisotropy: this.anisotropy,
  1035. flipY: this.flipY,
  1036. premultiplyAlpha: this.premultiplyAlpha,
  1037. unpackAlignment: this.unpackAlignment
  1038. };
  1039. if ( this.image !== undefined ) {
  1040. // TODO: Move to THREE.Image
  1041. var image = this.image;
  1042. if ( image.uuid === undefined ) {
  1043. image.uuid = MathUtils.generateUUID(); // UGH
  1044. }
  1045. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1046. var url;
  1047. if ( Array.isArray( image ) ) {
  1048. // process array of images e.g. CubeTexture
  1049. url = [];
  1050. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1051. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1052. }
  1053. } else {
  1054. // process single image
  1055. url = ImageUtils.getDataURL( image );
  1056. }
  1057. meta.images[ image.uuid ] = {
  1058. uuid: image.uuid,
  1059. url: url
  1060. };
  1061. }
  1062. output.image = image.uuid;
  1063. }
  1064. if ( ! isRootObject ) {
  1065. meta.textures[ this.uuid ] = output;
  1066. }
  1067. return output;
  1068. },
  1069. dispose: function () {
  1070. this.dispatchEvent( { type: 'dispose' } );
  1071. },
  1072. transformUv: function ( uv ) {
  1073. if ( this.mapping !== UVMapping ) { return uv; }
  1074. uv.applyMatrix3( this.matrix );
  1075. if ( uv.x < 0 || uv.x > 1 ) {
  1076. switch ( this.wrapS ) {
  1077. case RepeatWrapping:
  1078. uv.x = uv.x - Math.floor( uv.x );
  1079. break;
  1080. case ClampToEdgeWrapping:
  1081. uv.x = uv.x < 0 ? 0 : 1;
  1082. break;
  1083. case MirroredRepeatWrapping:
  1084. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1085. uv.x = Math.ceil( uv.x ) - uv.x;
  1086. } else {
  1087. uv.x = uv.x - Math.floor( uv.x );
  1088. }
  1089. break;
  1090. }
  1091. }
  1092. if ( uv.y < 0 || uv.y > 1 ) {
  1093. switch ( this.wrapT ) {
  1094. case RepeatWrapping:
  1095. uv.y = uv.y - Math.floor( uv.y );
  1096. break;
  1097. case ClampToEdgeWrapping:
  1098. uv.y = uv.y < 0 ? 0 : 1;
  1099. break;
  1100. case MirroredRepeatWrapping:
  1101. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1102. uv.y = Math.ceil( uv.y ) - uv.y;
  1103. } else {
  1104. uv.y = uv.y - Math.floor( uv.y );
  1105. }
  1106. break;
  1107. }
  1108. }
  1109. if ( this.flipY ) {
  1110. uv.y = 1 - uv.y;
  1111. }
  1112. return uv;
  1113. }
  1114. } );
  1115. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1116. set: function ( value ) {
  1117. if ( value === true ) { this.version ++; }
  1118. }
  1119. } );
  1120. /**
  1121. * @author supereggbert / http://www.paulbrunt.co.uk/
  1122. * @author philogb / http://blog.thejit.org/
  1123. * @author mikael emtinger / http://gomo.se/
  1124. * @author egraether / http://egraether.com/
  1125. * @author WestLangley / http://github.com/WestLangley
  1126. */
  1127. function Vector4( x, y, z, w ) {
  1128. this.x = x || 0;
  1129. this.y = y || 0;
  1130. this.z = z || 0;
  1131. this.w = ( w !== undefined ) ? w : 1;
  1132. }
  1133. Object.defineProperties( Vector4.prototype, {
  1134. "width": {
  1135. get: function () {
  1136. return this.z;
  1137. },
  1138. set: function ( value ) {
  1139. this.z = value;
  1140. }
  1141. },
  1142. "height": {
  1143. get: function () {
  1144. return this.w;
  1145. },
  1146. set: function ( value ) {
  1147. this.w = value;
  1148. }
  1149. }
  1150. } );
  1151. Object.assign( Vector4.prototype, {
  1152. isVector4: true,
  1153. set: function ( x, y, z, w ) {
  1154. this.x = x;
  1155. this.y = y;
  1156. this.z = z;
  1157. this.w = w;
  1158. return this;
  1159. },
  1160. setScalar: function ( scalar ) {
  1161. this.x = scalar;
  1162. this.y = scalar;
  1163. this.z = scalar;
  1164. this.w = scalar;
  1165. return this;
  1166. },
  1167. setX: function ( x ) {
  1168. this.x = x;
  1169. return this;
  1170. },
  1171. setY: function ( y ) {
  1172. this.y = y;
  1173. return this;
  1174. },
  1175. setZ: function ( z ) {
  1176. this.z = z;
  1177. return this;
  1178. },
  1179. setW: function ( w ) {
  1180. this.w = w;
  1181. return this;
  1182. },
  1183. setComponent: function ( index, value ) {
  1184. switch ( index ) {
  1185. case 0: this.x = value; break;
  1186. case 1: this.y = value; break;
  1187. case 2: this.z = value; break;
  1188. case 3: this.w = value; break;
  1189. default: throw new Error( 'index is out of range: ' + index );
  1190. }
  1191. return this;
  1192. },
  1193. getComponent: function ( index ) {
  1194. switch ( index ) {
  1195. case 0: return this.x;
  1196. case 1: return this.y;
  1197. case 2: return this.z;
  1198. case 3: return this.w;
  1199. default: throw new Error( 'index is out of range: ' + index );
  1200. }
  1201. },
  1202. clone: function () {
  1203. return new this.constructor( this.x, this.y, this.z, this.w );
  1204. },
  1205. copy: function ( v ) {
  1206. this.x = v.x;
  1207. this.y = v.y;
  1208. this.z = v.z;
  1209. this.w = ( v.w !== undefined ) ? v.w : 1;
  1210. return this;
  1211. },
  1212. add: function ( v, w ) {
  1213. if ( w !== undefined ) {
  1214. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1215. return this.addVectors( v, w );
  1216. }
  1217. this.x += v.x;
  1218. this.y += v.y;
  1219. this.z += v.z;
  1220. this.w += v.w;
  1221. return this;
  1222. },
  1223. addScalar: function ( s ) {
  1224. this.x += s;
  1225. this.y += s;
  1226. this.z += s;
  1227. this.w += s;
  1228. return this;
  1229. },
  1230. addVectors: function ( a, b ) {
  1231. this.x = a.x + b.x;
  1232. this.y = a.y + b.y;
  1233. this.z = a.z + b.z;
  1234. this.w = a.w + b.w;
  1235. return this;
  1236. },
  1237. addScaledVector: function ( v, s ) {
  1238. this.x += v.x * s;
  1239. this.y += v.y * s;
  1240. this.z += v.z * s;
  1241. this.w += v.w * s;
  1242. return this;
  1243. },
  1244. sub: function ( v, w ) {
  1245. if ( w !== undefined ) {
  1246. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1247. return this.subVectors( v, w );
  1248. }
  1249. this.x -= v.x;
  1250. this.y -= v.y;
  1251. this.z -= v.z;
  1252. this.w -= v.w;
  1253. return this;
  1254. },
  1255. subScalar: function ( s ) {
  1256. this.x -= s;
  1257. this.y -= s;
  1258. this.z -= s;
  1259. this.w -= s;
  1260. return this;
  1261. },
  1262. subVectors: function ( a, b ) {
  1263. this.x = a.x - b.x;
  1264. this.y = a.y - b.y;
  1265. this.z = a.z - b.z;
  1266. this.w = a.w - b.w;
  1267. return this;
  1268. },
  1269. multiplyScalar: function ( scalar ) {
  1270. this.x *= scalar;
  1271. this.y *= scalar;
  1272. this.z *= scalar;
  1273. this.w *= scalar;
  1274. return this;
  1275. },
  1276. applyMatrix4: function ( m ) {
  1277. var x = this.x, y = this.y, z = this.z, w = this.w;
  1278. var e = m.elements;
  1279. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1280. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1281. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1282. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1283. return this;
  1284. },
  1285. divideScalar: function ( scalar ) {
  1286. return this.multiplyScalar( 1 / scalar );
  1287. },
  1288. setAxisAngleFromQuaternion: function ( q ) {
  1289. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1290. // q is assumed to be normalized
  1291. this.w = 2 * Math.acos( q.w );
  1292. var s = Math.sqrt( 1 - q.w * q.w );
  1293. if ( s < 0.0001 ) {
  1294. this.x = 1;
  1295. this.y = 0;
  1296. this.z = 0;
  1297. } else {
  1298. this.x = q.x / s;
  1299. this.y = q.y / s;
  1300. this.z = q.z / s;
  1301. }
  1302. return this;
  1303. },
  1304. setAxisAngleFromRotationMatrix: function ( m ) {
  1305. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1306. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1307. var angle, x, y, z; // variables for result
  1308. var epsilon = 0.01, // margin to allow for rounding errors
  1309. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1310. te = m.elements,
  1311. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1312. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1313. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1314. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1315. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1316. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1317. // singularity found
  1318. // first check for identity matrix which must have +1 for all terms
  1319. // in leading diagonal and zero in other terms
  1320. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1321. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1322. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1323. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1324. // this singularity is identity matrix so angle = 0
  1325. this.set( 1, 0, 0, 0 );
  1326. return this; // zero angle, arbitrary axis
  1327. }
  1328. // otherwise this singularity is angle = 180
  1329. angle = Math.PI;
  1330. var xx = ( m11 + 1 ) / 2;
  1331. var yy = ( m22 + 1 ) / 2;
  1332. var zz = ( m33 + 1 ) / 2;
  1333. var xy = ( m12 + m21 ) / 4;
  1334. var xz = ( m13 + m31 ) / 4;
  1335. var yz = ( m23 + m32 ) / 4;
  1336. if ( ( xx > yy ) && ( xx > zz ) ) {
  1337. // m11 is the largest diagonal term
  1338. if ( xx < epsilon ) {
  1339. x = 0;
  1340. y = 0.707106781;
  1341. z = 0.707106781;
  1342. } else {
  1343. x = Math.sqrt( xx );
  1344. y = xy / x;
  1345. z = xz / x;
  1346. }
  1347. } else if ( yy > zz ) {
  1348. // m22 is the largest diagonal term
  1349. if ( yy < epsilon ) {
  1350. x = 0.707106781;
  1351. y = 0;
  1352. z = 0.707106781;
  1353. } else {
  1354. y = Math.sqrt( yy );
  1355. x = xy / y;
  1356. z = yz / y;
  1357. }
  1358. } else {
  1359. // m33 is the largest diagonal term so base result on this
  1360. if ( zz < epsilon ) {
  1361. x = 0.707106781;
  1362. y = 0.707106781;
  1363. z = 0;
  1364. } else {
  1365. z = Math.sqrt( zz );
  1366. x = xz / z;
  1367. y = yz / z;
  1368. }
  1369. }
  1370. this.set( x, y, z, angle );
  1371. return this; // return 180 deg rotation
  1372. }
  1373. // as we have reached here there are no singularities so we can handle normally
  1374. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1375. ( m13 - m31 ) * ( m13 - m31 ) +
  1376. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1377. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1378. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1379. // caught by singularity test above, but I've left it in just in case
  1380. this.x = ( m32 - m23 ) / s;
  1381. this.y = ( m13 - m31 ) / s;
  1382. this.z = ( m21 - m12 ) / s;
  1383. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1384. return this;
  1385. },
  1386. min: function ( v ) {
  1387. this.x = Math.min( this.x, v.x );
  1388. this.y = Math.min( this.y, v.y );
  1389. this.z = Math.min( this.z, v.z );
  1390. this.w = Math.min( this.w, v.w );
  1391. return this;
  1392. },
  1393. max: function ( v ) {
  1394. this.x = Math.max( this.x, v.x );
  1395. this.y = Math.max( this.y, v.y );
  1396. this.z = Math.max( this.z, v.z );
  1397. this.w = Math.max( this.w, v.w );
  1398. return this;
  1399. },
  1400. clamp: function ( min, max ) {
  1401. // assumes min < max, componentwise
  1402. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1403. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1404. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1405. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1406. return this;
  1407. },
  1408. clampScalar: function ( minVal, maxVal ) {
  1409. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1410. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1411. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1412. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1413. return this;
  1414. },
  1415. clampLength: function ( min, max ) {
  1416. var length = this.length();
  1417. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1418. },
  1419. floor: function () {
  1420. this.x = Math.floor( this.x );
  1421. this.y = Math.floor( this.y );
  1422. this.z = Math.floor( this.z );
  1423. this.w = Math.floor( this.w );
  1424. return this;
  1425. },
  1426. ceil: function () {
  1427. this.x = Math.ceil( this.x );
  1428. this.y = Math.ceil( this.y );
  1429. this.z = Math.ceil( this.z );
  1430. this.w = Math.ceil( this.w );
  1431. return this;
  1432. },
  1433. round: function () {
  1434. this.x = Math.round( this.x );
  1435. this.y = Math.round( this.y );
  1436. this.z = Math.round( this.z );
  1437. this.w = Math.round( this.w );
  1438. return this;
  1439. },
  1440. roundToZero: function () {
  1441. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1442. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1443. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1444. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1445. return this;
  1446. },
  1447. negate: function () {
  1448. this.x = - this.x;
  1449. this.y = - this.y;
  1450. this.z = - this.z;
  1451. this.w = - this.w;
  1452. return this;
  1453. },
  1454. dot: function ( v ) {
  1455. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1456. },
  1457. lengthSq: function () {
  1458. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1459. },
  1460. length: function () {
  1461. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1462. },
  1463. manhattanLength: function () {
  1464. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1465. },
  1466. normalize: function () {
  1467. return this.divideScalar( this.length() || 1 );
  1468. },
  1469. setLength: function ( length ) {
  1470. return this.normalize().multiplyScalar( length );
  1471. },
  1472. lerp: function ( v, alpha ) {
  1473. this.x += ( v.x - this.x ) * alpha;
  1474. this.y += ( v.y - this.y ) * alpha;
  1475. this.z += ( v.z - this.z ) * alpha;
  1476. this.w += ( v.w - this.w ) * alpha;
  1477. return this;
  1478. },
  1479. lerpVectors: function ( v1, v2, alpha ) {
  1480. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1481. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1482. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1483. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1484. return this;
  1485. },
  1486. equals: function ( v ) {
  1487. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1488. },
  1489. fromArray: function ( array, offset ) {
  1490. if ( offset === undefined ) { offset = 0; }
  1491. this.x = array[ offset ];
  1492. this.y = array[ offset + 1 ];
  1493. this.z = array[ offset + 2 ];
  1494. this.w = array[ offset + 3 ];
  1495. return this;
  1496. },
  1497. toArray: function ( array, offset ) {
  1498. if ( array === undefined ) { array = []; }
  1499. if ( offset === undefined ) { offset = 0; }
  1500. array[ offset ] = this.x;
  1501. array[ offset + 1 ] = this.y;
  1502. array[ offset + 2 ] = this.z;
  1503. array[ offset + 3 ] = this.w;
  1504. return array;
  1505. },
  1506. fromBufferAttribute: function ( attribute, index, offset ) {
  1507. if ( offset !== undefined ) {
  1508. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1509. }
  1510. this.x = attribute.getX( index );
  1511. this.y = attribute.getY( index );
  1512. this.z = attribute.getZ( index );
  1513. this.w = attribute.getW( index );
  1514. return this;
  1515. },
  1516. random: function () {
  1517. this.x = Math.random();
  1518. this.y = Math.random();
  1519. this.z = Math.random();
  1520. this.w = Math.random();
  1521. return this;
  1522. }
  1523. } );
  1524. /**
  1525. * @author szimek / https://github.com/szimek/
  1526. * @author alteredq / http://alteredqualia.com/
  1527. * @author Marius Kintel / https://github.com/kintel
  1528. */
  1529. /*
  1530. In options, we can specify:
  1531. * Texture parameters for an auto-generated target texture
  1532. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1533. */
  1534. function WebGLRenderTarget( width, height, options ) {
  1535. this.width = width;
  1536. this.height = height;
  1537. this.scissor = new Vector4( 0, 0, width, height );
  1538. this.scissorTest = false;
  1539. this.viewport = new Vector4( 0, 0, width, height );
  1540. options = options || {};
  1541. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1542. this.texture.image = {};
  1543. this.texture.image.width = width;
  1544. this.texture.image.height = height;
  1545. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1546. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1547. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1548. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1549. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1550. }
  1551. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1552. constructor: WebGLRenderTarget,
  1553. isWebGLRenderTarget: true,
  1554. setSize: function ( width, height ) {
  1555. if ( this.width !== width || this.height !== height ) {
  1556. this.width = width;
  1557. this.height = height;
  1558. this.texture.image.width = width;
  1559. this.texture.image.height = height;
  1560. this.dispose();
  1561. }
  1562. this.viewport.set( 0, 0, width, height );
  1563. this.scissor.set( 0, 0, width, height );
  1564. },
  1565. clone: function () {
  1566. return new this.constructor().copy( this );
  1567. },
  1568. copy: function ( source ) {
  1569. this.width = source.width;
  1570. this.height = source.height;
  1571. this.viewport.copy( source.viewport );
  1572. this.texture = source.texture.clone();
  1573. this.depthBuffer = source.depthBuffer;
  1574. this.stencilBuffer = source.stencilBuffer;
  1575. this.depthTexture = source.depthTexture;
  1576. return this;
  1577. },
  1578. dispose: function () {
  1579. this.dispatchEvent( { type: 'dispose' } );
  1580. }
  1581. } );
  1582. /**
  1583. * @author Mugen87 / https://github.com/Mugen87
  1584. * @author Matt DesLauriers / @mattdesl
  1585. */
  1586. function WebGLMultisampleRenderTarget( width, height, options ) {
  1587. WebGLRenderTarget.call( this, width, height, options );
  1588. this.samples = 4;
  1589. }
  1590. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1591. constructor: WebGLMultisampleRenderTarget,
  1592. isWebGLMultisampleRenderTarget: true,
  1593. copy: function ( source ) {
  1594. WebGLRenderTarget.prototype.copy.call( this, source );
  1595. this.samples = source.samples;
  1596. return this;
  1597. }
  1598. } );
  1599. /**
  1600. * @author mikael emtinger / http://gomo.se/
  1601. * @author alteredq / http://alteredqualia.com/
  1602. * @author WestLangley / http://github.com/WestLangley
  1603. * @author bhouston / http://clara.io
  1604. */
  1605. function Quaternion( x, y, z, w ) {
  1606. this._x = x || 0;
  1607. this._y = y || 0;
  1608. this._z = z || 0;
  1609. this._w = ( w !== undefined ) ? w : 1;
  1610. }
  1611. Object.assign( Quaternion, {
  1612. slerp: function ( qa, qb, qm, t ) {
  1613. return qm.copy( qa ).slerp( qb, t );
  1614. },
  1615. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1616. // fuzz-free, array-based Quaternion SLERP operation
  1617. var x0 = src0[ srcOffset0 + 0 ],
  1618. y0 = src0[ srcOffset0 + 1 ],
  1619. z0 = src0[ srcOffset0 + 2 ],
  1620. w0 = src0[ srcOffset0 + 3 ];
  1621. var x1 = src1[ srcOffset1 + 0 ],
  1622. y1 = src1[ srcOffset1 + 1 ],
  1623. z1 = src1[ srcOffset1 + 2 ],
  1624. w1 = src1[ srcOffset1 + 3 ];
  1625. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1626. var s = 1 - t,
  1627. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1628. dir = ( cos >= 0 ? 1 : - 1 ),
  1629. sqrSin = 1 - cos * cos;
  1630. // Skip the Slerp for tiny steps to avoid numeric problems:
  1631. if ( sqrSin > Number.EPSILON ) {
  1632. var sin = Math.sqrt( sqrSin ),
  1633. len = Math.atan2( sin, cos * dir );
  1634. s = Math.sin( s * len ) / sin;
  1635. t = Math.sin( t * len ) / sin;
  1636. }
  1637. var tDir = t * dir;
  1638. x0 = x0 * s + x1 * tDir;
  1639. y0 = y0 * s + y1 * tDir;
  1640. z0 = z0 * s + z1 * tDir;
  1641. w0 = w0 * s + w1 * tDir;
  1642. // Normalize in case we just did a lerp:
  1643. if ( s === 1 - t ) {
  1644. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1645. x0 *= f;
  1646. y0 *= f;
  1647. z0 *= f;
  1648. w0 *= f;
  1649. }
  1650. }
  1651. dst[ dstOffset ] = x0;
  1652. dst[ dstOffset + 1 ] = y0;
  1653. dst[ dstOffset + 2 ] = z0;
  1654. dst[ dstOffset + 3 ] = w0;
  1655. },
  1656. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1657. var x0 = src0[ srcOffset0 ];
  1658. var y0 = src0[ srcOffset0 + 1 ];
  1659. var z0 = src0[ srcOffset0 + 2 ];
  1660. var w0 = src0[ srcOffset0 + 3 ];
  1661. var x1 = src1[ srcOffset1 ];
  1662. var y1 = src1[ srcOffset1 + 1 ];
  1663. var z1 = src1[ srcOffset1 + 2 ];
  1664. var w1 = src1[ srcOffset1 + 3 ];
  1665. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1666. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1667. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1668. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1669. return dst;
  1670. }
  1671. } );
  1672. Object.defineProperties( Quaternion.prototype, {
  1673. x: {
  1674. get: function () {
  1675. return this._x;
  1676. },
  1677. set: function ( value ) {
  1678. this._x = value;
  1679. this._onChangeCallback();
  1680. }
  1681. },
  1682. y: {
  1683. get: function () {
  1684. return this._y;
  1685. },
  1686. set: function ( value ) {
  1687. this._y = value;
  1688. this._onChangeCallback();
  1689. }
  1690. },
  1691. z: {
  1692. get: function () {
  1693. return this._z;
  1694. },
  1695. set: function ( value ) {
  1696. this._z = value;
  1697. this._onChangeCallback();
  1698. }
  1699. },
  1700. w: {
  1701. get: function () {
  1702. return this._w;
  1703. },
  1704. set: function ( value ) {
  1705. this._w = value;
  1706. this._onChangeCallback();
  1707. }
  1708. }
  1709. } );
  1710. Object.assign( Quaternion.prototype, {
  1711. isQuaternion: true,
  1712. set: function ( x, y, z, w ) {
  1713. this._x = x;
  1714. this._y = y;
  1715. this._z = z;
  1716. this._w = w;
  1717. this._onChangeCallback();
  1718. return this;
  1719. },
  1720. clone: function () {
  1721. return new this.constructor( this._x, this._y, this._z, this._w );
  1722. },
  1723. copy: function ( quaternion ) {
  1724. this._x = quaternion.x;
  1725. this._y = quaternion.y;
  1726. this._z = quaternion.z;
  1727. this._w = quaternion.w;
  1728. this._onChangeCallback();
  1729. return this;
  1730. },
  1731. setFromEuler: function ( euler, update ) {
  1732. if ( ! ( euler && euler.isEuler ) ) {
  1733. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1734. }
  1735. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1736. // http://www.mathworks.com/matlabcentral/fileexchange/
  1737. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1738. // content/SpinCalc.m
  1739. var cos = Math.cos;
  1740. var sin = Math.sin;
  1741. var c1 = cos( x / 2 );
  1742. var c2 = cos( y / 2 );
  1743. var c3 = cos( z / 2 );
  1744. var s1 = sin( x / 2 );
  1745. var s2 = sin( y / 2 );
  1746. var s3 = sin( z / 2 );
  1747. switch ( order ) {
  1748. case 'XYZ':
  1749. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1750. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1751. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1752. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1753. break;
  1754. case 'YXZ':
  1755. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1756. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1757. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1758. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1759. break;
  1760. case 'ZXY':
  1761. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1762. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1763. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1764. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1765. break;
  1766. case 'ZYX':
  1767. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1768. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1769. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1770. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1771. break;
  1772. case 'YZX':
  1773. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1774. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1775. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1776. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1777. break;
  1778. case 'XZY':
  1779. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1780. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1781. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1782. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1783. break;
  1784. default:
  1785. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1786. }
  1787. if ( update !== false ) { this._onChangeCallback(); }
  1788. return this;
  1789. },
  1790. setFromAxisAngle: function ( axis, angle ) {
  1791. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1792. // assumes axis is normalized
  1793. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1794. this._x = axis.x * s;
  1795. this._y = axis.y * s;
  1796. this._z = axis.z * s;
  1797. this._w = Math.cos( halfAngle );
  1798. this._onChangeCallback();
  1799. return this;
  1800. },
  1801. setFromRotationMatrix: function ( m ) {
  1802. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1803. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1804. var te = m.elements,
  1805. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1806. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1807. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1808. trace = m11 + m22 + m33;
  1809. if ( trace > 0 ) {
  1810. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1811. this._w = 0.25 / s;
  1812. this._x = ( m32 - m23 ) * s;
  1813. this._y = ( m13 - m31 ) * s;
  1814. this._z = ( m21 - m12 ) * s;
  1815. } else if ( m11 > m22 && m11 > m33 ) {
  1816. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1817. this._w = ( m32 - m23 ) / s$1;
  1818. this._x = 0.25 * s$1;
  1819. this._y = ( m12 + m21 ) / s$1;
  1820. this._z = ( m13 + m31 ) / s$1;
  1821. } else if ( m22 > m33 ) {
  1822. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1823. this._w = ( m13 - m31 ) / s$2;
  1824. this._x = ( m12 + m21 ) / s$2;
  1825. this._y = 0.25 * s$2;
  1826. this._z = ( m23 + m32 ) / s$2;
  1827. } else {
  1828. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1829. this._w = ( m21 - m12 ) / s$3;
  1830. this._x = ( m13 + m31 ) / s$3;
  1831. this._y = ( m23 + m32 ) / s$3;
  1832. this._z = 0.25 * s$3;
  1833. }
  1834. this._onChangeCallback();
  1835. return this;
  1836. },
  1837. setFromUnitVectors: function ( vFrom, vTo ) {
  1838. // assumes direction vectors vFrom and vTo are normalized
  1839. var EPS = 0.000001;
  1840. var r = vFrom.dot( vTo ) + 1;
  1841. if ( r < EPS ) {
  1842. r = 0;
  1843. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1844. this._x = - vFrom.y;
  1845. this._y = vFrom.x;
  1846. this._z = 0;
  1847. this._w = r;
  1848. } else {
  1849. this._x = 0;
  1850. this._y = - vFrom.z;
  1851. this._z = vFrom.y;
  1852. this._w = r;
  1853. }
  1854. } else {
  1855. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1856. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1857. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1858. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1859. this._w = r;
  1860. }
  1861. return this.normalize();
  1862. },
  1863. angleTo: function ( q ) {
  1864. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1865. },
  1866. rotateTowards: function ( q, step ) {
  1867. var angle = this.angleTo( q );
  1868. if ( angle === 0 ) { return this; }
  1869. var t = Math.min( 1, step / angle );
  1870. this.slerp( q, t );
  1871. return this;
  1872. },
  1873. inverse: function () {
  1874. // quaternion is assumed to have unit length
  1875. return this.conjugate();
  1876. },
  1877. conjugate: function () {
  1878. this._x *= - 1;
  1879. this._y *= - 1;
  1880. this._z *= - 1;
  1881. this._onChangeCallback();
  1882. return this;
  1883. },
  1884. dot: function ( v ) {
  1885. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1886. },
  1887. lengthSq: function () {
  1888. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1889. },
  1890. length: function () {
  1891. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1892. },
  1893. normalize: function () {
  1894. var l = this.length();
  1895. if ( l === 0 ) {
  1896. this._x = 0;
  1897. this._y = 0;
  1898. this._z = 0;
  1899. this._w = 1;
  1900. } else {
  1901. l = 1 / l;
  1902. this._x = this._x * l;
  1903. this._y = this._y * l;
  1904. this._z = this._z * l;
  1905. this._w = this._w * l;
  1906. }
  1907. this._onChangeCallback();
  1908. return this;
  1909. },
  1910. multiply: function ( q, p ) {
  1911. if ( p !== undefined ) {
  1912. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1913. return this.multiplyQuaternions( q, p );
  1914. }
  1915. return this.multiplyQuaternions( this, q );
  1916. },
  1917. premultiply: function ( q ) {
  1918. return this.multiplyQuaternions( q, this );
  1919. },
  1920. multiplyQuaternions: function ( a, b ) {
  1921. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1922. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1923. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1924. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1925. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1926. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1927. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1928. this._onChangeCallback();
  1929. return this;
  1930. },
  1931. slerp: function ( qb, t ) {
  1932. if ( t === 0 ) { return this; }
  1933. if ( t === 1 ) { return this.copy( qb ); }
  1934. var x = this._x, y = this._y, z = this._z, w = this._w;
  1935. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1936. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1937. if ( cosHalfTheta < 0 ) {
  1938. this._w = - qb._w;
  1939. this._x = - qb._x;
  1940. this._y = - qb._y;
  1941. this._z = - qb._z;
  1942. cosHalfTheta = - cosHalfTheta;
  1943. } else {
  1944. this.copy( qb );
  1945. }
  1946. if ( cosHalfTheta >= 1.0 ) {
  1947. this._w = w;
  1948. this._x = x;
  1949. this._y = y;
  1950. this._z = z;
  1951. return this;
  1952. }
  1953. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1954. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1955. var s = 1 - t;
  1956. this._w = s * w + t * this._w;
  1957. this._x = s * x + t * this._x;
  1958. this._y = s * y + t * this._y;
  1959. this._z = s * z + t * this._z;
  1960. this.normalize();
  1961. this._onChangeCallback();
  1962. return this;
  1963. }
  1964. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1965. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1966. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1967. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1968. this._w = ( w * ratioA + this._w * ratioB );
  1969. this._x = ( x * ratioA + this._x * ratioB );
  1970. this._y = ( y * ratioA + this._y * ratioB );
  1971. this._z = ( z * ratioA + this._z * ratioB );
  1972. this._onChangeCallback();
  1973. return this;
  1974. },
  1975. equals: function ( quaternion ) {
  1976. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1977. },
  1978. fromArray: function ( array, offset ) {
  1979. if ( offset === undefined ) { offset = 0; }
  1980. this._x = array[ offset ];
  1981. this._y = array[ offset + 1 ];
  1982. this._z = array[ offset + 2 ];
  1983. this._w = array[ offset + 3 ];
  1984. this._onChangeCallback();
  1985. return this;
  1986. },
  1987. toArray: function ( array, offset ) {
  1988. if ( array === undefined ) { array = []; }
  1989. if ( offset === undefined ) { offset = 0; }
  1990. array[ offset ] = this._x;
  1991. array[ offset + 1 ] = this._y;
  1992. array[ offset + 2 ] = this._z;
  1993. array[ offset + 3 ] = this._w;
  1994. return array;
  1995. },
  1996. fromBufferAttribute: function ( attribute, index ) {
  1997. this._x = attribute.getX( index );
  1998. this._y = attribute.getY( index );
  1999. this._z = attribute.getZ( index );
  2000. this._w = attribute.getW( index );
  2001. return this;
  2002. },
  2003. _onChange: function ( callback ) {
  2004. this._onChangeCallback = callback;
  2005. return this;
  2006. },
  2007. _onChangeCallback: function () {}
  2008. } );
  2009. /**
  2010. * @author mrdoob / http://mrdoob.com/
  2011. * @author kile / http://kile.stravaganza.org/
  2012. * @author philogb / http://blog.thejit.org/
  2013. * @author mikael emtinger / http://gomo.se/
  2014. * @author egraether / http://egraether.com/
  2015. * @author WestLangley / http://github.com/WestLangley
  2016. */
  2017. var _vector = new Vector3();
  2018. var _quaternion = new Quaternion();
  2019. function Vector3( x, y, z ) {
  2020. this.x = x || 0;
  2021. this.y = y || 0;
  2022. this.z = z || 0;
  2023. }
  2024. Object.assign( Vector3.prototype, {
  2025. isVector3: true,
  2026. set: function ( x, y, z ) {
  2027. this.x = x;
  2028. this.y = y;
  2029. this.z = z;
  2030. return this;
  2031. },
  2032. setScalar: function ( scalar ) {
  2033. this.x = scalar;
  2034. this.y = scalar;
  2035. this.z = scalar;
  2036. return this;
  2037. },
  2038. setX: function ( x ) {
  2039. this.x = x;
  2040. return this;
  2041. },
  2042. setY: function ( y ) {
  2043. this.y = y;
  2044. return this;
  2045. },
  2046. setZ: function ( z ) {
  2047. this.z = z;
  2048. return this;
  2049. },
  2050. setComponent: function ( index, value ) {
  2051. switch ( index ) {
  2052. case 0: this.x = value; break;
  2053. case 1: this.y = value; break;
  2054. case 2: this.z = value; break;
  2055. default: throw new Error( 'index is out of range: ' + index );
  2056. }
  2057. return this;
  2058. },
  2059. getComponent: function ( index ) {
  2060. switch ( index ) {
  2061. case 0: return this.x;
  2062. case 1: return this.y;
  2063. case 2: return this.z;
  2064. default: throw new Error( 'index is out of range: ' + index );
  2065. }
  2066. },
  2067. clone: function () {
  2068. return new this.constructor( this.x, this.y, this.z );
  2069. },
  2070. copy: function ( v ) {
  2071. this.x = v.x;
  2072. this.y = v.y;
  2073. this.z = v.z;
  2074. return this;
  2075. },
  2076. add: function ( v, w ) {
  2077. if ( w !== undefined ) {
  2078. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2079. return this.addVectors( v, w );
  2080. }
  2081. this.x += v.x;
  2082. this.y += v.y;
  2083. this.z += v.z;
  2084. return this;
  2085. },
  2086. addScalar: function ( s ) {
  2087. this.x += s;
  2088. this.y += s;
  2089. this.z += s;
  2090. return this;
  2091. },
  2092. addVectors: function ( a, b ) {
  2093. this.x = a.x + b.x;
  2094. this.y = a.y + b.y;
  2095. this.z = a.z + b.z;
  2096. return this;
  2097. },
  2098. addScaledVector: function ( v, s ) {
  2099. this.x += v.x * s;
  2100. this.y += v.y * s;
  2101. this.z += v.z * s;
  2102. return this;
  2103. },
  2104. sub: function ( v, w ) {
  2105. if ( w !== undefined ) {
  2106. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2107. return this.subVectors( v, w );
  2108. }
  2109. this.x -= v.x;
  2110. this.y -= v.y;
  2111. this.z -= v.z;
  2112. return this;
  2113. },
  2114. subScalar: function ( s ) {
  2115. this.x -= s;
  2116. this.y -= s;
  2117. this.z -= s;
  2118. return this;
  2119. },
  2120. subVectors: function ( a, b ) {
  2121. this.x = a.x - b.x;
  2122. this.y = a.y - b.y;
  2123. this.z = a.z - b.z;
  2124. return this;
  2125. },
  2126. multiply: function ( v, w ) {
  2127. if ( w !== undefined ) {
  2128. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2129. return this.multiplyVectors( v, w );
  2130. }
  2131. this.x *= v.x;
  2132. this.y *= v.y;
  2133. this.z *= v.z;
  2134. return this;
  2135. },
  2136. multiplyScalar: function ( scalar ) {
  2137. this.x *= scalar;
  2138. this.y *= scalar;
  2139. this.z *= scalar;
  2140. return this;
  2141. },
  2142. multiplyVectors: function ( a, b ) {
  2143. this.x = a.x * b.x;
  2144. this.y = a.y * b.y;
  2145. this.z = a.z * b.z;
  2146. return this;
  2147. },
  2148. applyEuler: function ( euler ) {
  2149. if ( ! ( euler && euler.isEuler ) ) {
  2150. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2151. }
  2152. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2153. },
  2154. applyAxisAngle: function ( axis, angle ) {
  2155. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2156. },
  2157. applyMatrix3: function ( m ) {
  2158. var x = this.x, y = this.y, z = this.z;
  2159. var e = m.elements;
  2160. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2161. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2162. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2163. return this;
  2164. },
  2165. applyNormalMatrix: function ( m ) {
  2166. return this.applyMatrix3( m ).normalize();
  2167. },
  2168. applyMatrix4: function ( m ) {
  2169. var x = this.x, y = this.y, z = this.z;
  2170. var e = m.elements;
  2171. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2172. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2173. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2174. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2175. return this;
  2176. },
  2177. applyQuaternion: function ( q ) {
  2178. var x = this.x, y = this.y, z = this.z;
  2179. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2180. // calculate quat * vector
  2181. var ix = qw * x + qy * z - qz * y;
  2182. var iy = qw * y + qz * x - qx * z;
  2183. var iz = qw * z + qx * y - qy * x;
  2184. var iw = - qx * x - qy * y - qz * z;
  2185. // calculate result * inverse quat
  2186. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2187. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2188. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2189. return this;
  2190. },
  2191. project: function ( camera ) {
  2192. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2193. },
  2194. unproject: function ( camera ) {
  2195. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2196. },
  2197. transformDirection: function ( m ) {
  2198. // input: THREE.Matrix4 affine matrix
  2199. // vector interpreted as a direction
  2200. var x = this.x, y = this.y, z = this.z;
  2201. var e = m.elements;
  2202. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2203. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2204. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2205. return this.normalize();
  2206. },
  2207. divide: function ( v ) {
  2208. this.x /= v.x;
  2209. this.y /= v.y;
  2210. this.z /= v.z;
  2211. return this;
  2212. },
  2213. divideScalar: function ( scalar ) {
  2214. return this.multiplyScalar( 1 / scalar );
  2215. },
  2216. min: function ( v ) {
  2217. this.x = Math.min( this.x, v.x );
  2218. this.y = Math.min( this.y, v.y );
  2219. this.z = Math.min( this.z, v.z );
  2220. return this;
  2221. },
  2222. max: function ( v ) {
  2223. this.x = Math.max( this.x, v.x );
  2224. this.y = Math.max( this.y, v.y );
  2225. this.z = Math.max( this.z, v.z );
  2226. return this;
  2227. },
  2228. clamp: function ( min, max ) {
  2229. // assumes min < max, componentwise
  2230. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2231. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2232. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2233. return this;
  2234. },
  2235. clampScalar: function ( minVal, maxVal ) {
  2236. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2237. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2238. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2239. return this;
  2240. },
  2241. clampLength: function ( min, max ) {
  2242. var length = this.length();
  2243. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2244. },
  2245. floor: function () {
  2246. this.x = Math.floor( this.x );
  2247. this.y = Math.floor( this.y );
  2248. this.z = Math.floor( this.z );
  2249. return this;
  2250. },
  2251. ceil: function () {
  2252. this.x = Math.ceil( this.x );
  2253. this.y = Math.ceil( this.y );
  2254. this.z = Math.ceil( this.z );
  2255. return this;
  2256. },
  2257. round: function () {
  2258. this.x = Math.round( this.x );
  2259. this.y = Math.round( this.y );
  2260. this.z = Math.round( this.z );
  2261. return this;
  2262. },
  2263. roundToZero: function () {
  2264. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2265. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2266. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2267. return this;
  2268. },
  2269. negate: function () {
  2270. this.x = - this.x;
  2271. this.y = - this.y;
  2272. this.z = - this.z;
  2273. return this;
  2274. },
  2275. dot: function ( v ) {
  2276. return this.x * v.x + this.y * v.y + this.z * v.z;
  2277. },
  2278. // TODO lengthSquared?
  2279. lengthSq: function () {
  2280. return this.x * this.x + this.y * this.y + this.z * this.z;
  2281. },
  2282. length: function () {
  2283. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2284. },
  2285. manhattanLength: function () {
  2286. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2287. },
  2288. normalize: function () {
  2289. return this.divideScalar( this.length() || 1 );
  2290. },
  2291. setLength: function ( length ) {
  2292. return this.normalize().multiplyScalar( length );
  2293. },
  2294. lerp: function ( v, alpha ) {
  2295. this.x += ( v.x - this.x ) * alpha;
  2296. this.y += ( v.y - this.y ) * alpha;
  2297. this.z += ( v.z - this.z ) * alpha;
  2298. return this;
  2299. },
  2300. lerpVectors: function ( v1, v2, alpha ) {
  2301. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2302. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2303. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2304. return this;
  2305. },
  2306. cross: function ( v, w ) {
  2307. if ( w !== undefined ) {
  2308. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2309. return this.crossVectors( v, w );
  2310. }
  2311. return this.crossVectors( this, v );
  2312. },
  2313. crossVectors: function ( a, b ) {
  2314. var ax = a.x, ay = a.y, az = a.z;
  2315. var bx = b.x, by = b.y, bz = b.z;
  2316. this.x = ay * bz - az * by;
  2317. this.y = az * bx - ax * bz;
  2318. this.z = ax * by - ay * bx;
  2319. return this;
  2320. },
  2321. projectOnVector: function ( v ) {
  2322. var denominator = v.lengthSq();
  2323. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2324. var scalar = v.dot( this ) / denominator;
  2325. return this.copy( v ).multiplyScalar( scalar );
  2326. },
  2327. projectOnPlane: function ( planeNormal ) {
  2328. _vector.copy( this ).projectOnVector( planeNormal );
  2329. return this.sub( _vector );
  2330. },
  2331. reflect: function ( normal ) {
  2332. // reflect incident vector off plane orthogonal to normal
  2333. // normal is assumed to have unit length
  2334. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2335. },
  2336. angleTo: function ( v ) {
  2337. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2338. if ( denominator === 0 ) { return Math.PI / 2; }
  2339. var theta = this.dot( v ) / denominator;
  2340. // clamp, to handle numerical problems
  2341. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2342. },
  2343. distanceTo: function ( v ) {
  2344. return Math.sqrt( this.distanceToSquared( v ) );
  2345. },
  2346. distanceToSquared: function ( v ) {
  2347. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2348. return dx * dx + dy * dy + dz * dz;
  2349. },
  2350. manhattanDistanceTo: function ( v ) {
  2351. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2352. },
  2353. setFromSpherical: function ( s ) {
  2354. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2355. },
  2356. setFromSphericalCoords: function ( radius, phi, theta ) {
  2357. var sinPhiRadius = Math.sin( phi ) * radius;
  2358. this.x = sinPhiRadius * Math.sin( theta );
  2359. this.y = Math.cos( phi ) * radius;
  2360. this.z = sinPhiRadius * Math.cos( theta );
  2361. return this;
  2362. },
  2363. setFromCylindrical: function ( c ) {
  2364. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2365. },
  2366. setFromCylindricalCoords: function ( radius, theta, y ) {
  2367. this.x = radius * Math.sin( theta );
  2368. this.y = y;
  2369. this.z = radius * Math.cos( theta );
  2370. return this;
  2371. },
  2372. setFromMatrixPosition: function ( m ) {
  2373. var e = m.elements;
  2374. this.x = e[ 12 ];
  2375. this.y = e[ 13 ];
  2376. this.z = e[ 14 ];
  2377. return this;
  2378. },
  2379. setFromMatrixScale: function ( m ) {
  2380. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2381. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2382. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2383. this.x = sx;
  2384. this.y = sy;
  2385. this.z = sz;
  2386. return this;
  2387. },
  2388. setFromMatrixColumn: function ( m, index ) {
  2389. return this.fromArray( m.elements, index * 4 );
  2390. },
  2391. setFromMatrix3Column: function ( m, index ) {
  2392. return this.fromArray( m.elements, index * 3 );
  2393. },
  2394. equals: function ( v ) {
  2395. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2396. },
  2397. fromArray: function ( array, offset ) {
  2398. if ( offset === undefined ) { offset = 0; }
  2399. this.x = array[ offset ];
  2400. this.y = array[ offset + 1 ];
  2401. this.z = array[ offset + 2 ];
  2402. return this;
  2403. },
  2404. toArray: function ( array, offset ) {
  2405. if ( array === undefined ) { array = []; }
  2406. if ( offset === undefined ) { offset = 0; }
  2407. array[ offset ] = this.x;
  2408. array[ offset + 1 ] = this.y;
  2409. array[ offset + 2 ] = this.z;
  2410. return array;
  2411. },
  2412. fromBufferAttribute: function ( attribute, index, offset ) {
  2413. if ( offset !== undefined ) {
  2414. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2415. }
  2416. this.x = attribute.getX( index );
  2417. this.y = attribute.getY( index );
  2418. this.z = attribute.getZ( index );
  2419. return this;
  2420. },
  2421. random: function () {
  2422. this.x = Math.random();
  2423. this.y = Math.random();
  2424. this.z = Math.random();
  2425. return this;
  2426. }
  2427. } );
  2428. var _v1 = new Vector3();
  2429. var _m1 = new Matrix4();
  2430. var _zero = new Vector3( 0, 0, 0 );
  2431. var _one = new Vector3( 1, 1, 1 );
  2432. var _x = new Vector3();
  2433. var _y = new Vector3();
  2434. var _z = new Vector3();
  2435. /**
  2436. * @author mrdoob / http://mrdoob.com/
  2437. * @author supereggbert / http://www.paulbrunt.co.uk/
  2438. * @author philogb / http://blog.thejit.org/
  2439. * @author jordi_ros / http://plattsoft.com
  2440. * @author D1plo1d / http://github.com/D1plo1d
  2441. * @author alteredq / http://alteredqualia.com/
  2442. * @author mikael emtinger / http://gomo.se/
  2443. * @author timknip / http://www.floorplanner.com/
  2444. * @author bhouston / http://clara.io
  2445. * @author WestLangley / http://github.com/WestLangley
  2446. */
  2447. function Matrix4() {
  2448. this.elements = [
  2449. 1, 0, 0, 0,
  2450. 0, 1, 0, 0,
  2451. 0, 0, 1, 0,
  2452. 0, 0, 0, 1
  2453. ];
  2454. if ( arguments.length > 0 ) {
  2455. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2456. }
  2457. }
  2458. Object.assign( Matrix4.prototype, {
  2459. isMatrix4: true,
  2460. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2461. var te = this.elements;
  2462. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2463. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2464. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2465. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2466. return this;
  2467. },
  2468. identity: function () {
  2469. this.set(
  2470. 1, 0, 0, 0,
  2471. 0, 1, 0, 0,
  2472. 0, 0, 1, 0,
  2473. 0, 0, 0, 1
  2474. );
  2475. return this;
  2476. },
  2477. clone: function () {
  2478. return new Matrix4().fromArray( this.elements );
  2479. },
  2480. copy: function ( m ) {
  2481. var te = this.elements;
  2482. var me = m.elements;
  2483. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2484. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2485. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2486. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2487. return this;
  2488. },
  2489. copyPosition: function ( m ) {
  2490. var te = this.elements, me = m.elements;
  2491. te[ 12 ] = me[ 12 ];
  2492. te[ 13 ] = me[ 13 ];
  2493. te[ 14 ] = me[ 14 ];
  2494. return this;
  2495. },
  2496. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2497. xAxis.setFromMatrixColumn( this, 0 );
  2498. yAxis.setFromMatrixColumn( this, 1 );
  2499. zAxis.setFromMatrixColumn( this, 2 );
  2500. return this;
  2501. },
  2502. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2503. this.set(
  2504. xAxis.x, yAxis.x, zAxis.x, 0,
  2505. xAxis.y, yAxis.y, zAxis.y, 0,
  2506. xAxis.z, yAxis.z, zAxis.z, 0,
  2507. 0, 0, 0, 1
  2508. );
  2509. return this;
  2510. },
  2511. extractRotation: function ( m ) {
  2512. // this method does not support reflection matrices
  2513. var te = this.elements;
  2514. var me = m.elements;
  2515. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2516. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2517. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2518. te[ 0 ] = me[ 0 ] * scaleX;
  2519. te[ 1 ] = me[ 1 ] * scaleX;
  2520. te[ 2 ] = me[ 2 ] * scaleX;
  2521. te[ 3 ] = 0;
  2522. te[ 4 ] = me[ 4 ] * scaleY;
  2523. te[ 5 ] = me[ 5 ] * scaleY;
  2524. te[ 6 ] = me[ 6 ] * scaleY;
  2525. te[ 7 ] = 0;
  2526. te[ 8 ] = me[ 8 ] * scaleZ;
  2527. te[ 9 ] = me[ 9 ] * scaleZ;
  2528. te[ 10 ] = me[ 10 ] * scaleZ;
  2529. te[ 11 ] = 0;
  2530. te[ 12 ] = 0;
  2531. te[ 13 ] = 0;
  2532. te[ 14 ] = 0;
  2533. te[ 15 ] = 1;
  2534. return this;
  2535. },
  2536. makeRotationFromEuler: function ( euler ) {
  2537. if ( ! ( euler && euler.isEuler ) ) {
  2538. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2539. }
  2540. var te = this.elements;
  2541. var x = euler.x, y = euler.y, z = euler.z;
  2542. var a = Math.cos( x ), b = Math.sin( x );
  2543. var c = Math.cos( y ), d = Math.sin( y );
  2544. var e = Math.cos( z ), f = Math.sin( z );
  2545. if ( euler.order === 'XYZ' ) {
  2546. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2547. te[ 0 ] = c * e;
  2548. te[ 4 ] = - c * f;
  2549. te[ 8 ] = d;
  2550. te[ 1 ] = af + be * d;
  2551. te[ 5 ] = ae - bf * d;
  2552. te[ 9 ] = - b * c;
  2553. te[ 2 ] = bf - ae * d;
  2554. te[ 6 ] = be + af * d;
  2555. te[ 10 ] = a * c;
  2556. } else if ( euler.order === 'YXZ' ) {
  2557. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2558. te[ 0 ] = ce + df * b;
  2559. te[ 4 ] = de * b - cf;
  2560. te[ 8 ] = a * d;
  2561. te[ 1 ] = a * f;
  2562. te[ 5 ] = a * e;
  2563. te[ 9 ] = - b;
  2564. te[ 2 ] = cf * b - de;
  2565. te[ 6 ] = df + ce * b;
  2566. te[ 10 ] = a * c;
  2567. } else if ( euler.order === 'ZXY' ) {
  2568. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2569. te[ 0 ] = ce$1 - df$1 * b;
  2570. te[ 4 ] = - a * f;
  2571. te[ 8 ] = de$1 + cf$1 * b;
  2572. te[ 1 ] = cf$1 + de$1 * b;
  2573. te[ 5 ] = a * e;
  2574. te[ 9 ] = df$1 - ce$1 * b;
  2575. te[ 2 ] = - a * d;
  2576. te[ 6 ] = b;
  2577. te[ 10 ] = a * c;
  2578. } else if ( euler.order === 'ZYX' ) {
  2579. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2580. te[ 0 ] = c * e;
  2581. te[ 4 ] = be$1 * d - af$1;
  2582. te[ 8 ] = ae$1 * d + bf$1;
  2583. te[ 1 ] = c * f;
  2584. te[ 5 ] = bf$1 * d + ae$1;
  2585. te[ 9 ] = af$1 * d - be$1;
  2586. te[ 2 ] = - d;
  2587. te[ 6 ] = b * c;
  2588. te[ 10 ] = a * c;
  2589. } else if ( euler.order === 'YZX' ) {
  2590. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2591. te[ 0 ] = c * e;
  2592. te[ 4 ] = bd - ac * f;
  2593. te[ 8 ] = bc * f + ad;
  2594. te[ 1 ] = f;
  2595. te[ 5 ] = a * e;
  2596. te[ 9 ] = - b * e;
  2597. te[ 2 ] = - d * e;
  2598. te[ 6 ] = ad * f + bc;
  2599. te[ 10 ] = ac - bd * f;
  2600. } else if ( euler.order === 'XZY' ) {
  2601. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2602. te[ 0 ] = c * e;
  2603. te[ 4 ] = - f;
  2604. te[ 8 ] = d * e;
  2605. te[ 1 ] = ac$1 * f + bd$1;
  2606. te[ 5 ] = a * e;
  2607. te[ 9 ] = ad$1 * f - bc$1;
  2608. te[ 2 ] = bc$1 * f - ad$1;
  2609. te[ 6 ] = b * e;
  2610. te[ 10 ] = bd$1 * f + ac$1;
  2611. }
  2612. // bottom row
  2613. te[ 3 ] = 0;
  2614. te[ 7 ] = 0;
  2615. te[ 11 ] = 0;
  2616. // last column
  2617. te[ 12 ] = 0;
  2618. te[ 13 ] = 0;
  2619. te[ 14 ] = 0;
  2620. te[ 15 ] = 1;
  2621. return this;
  2622. },
  2623. makeRotationFromQuaternion: function ( q ) {
  2624. return this.compose( _zero, q, _one );
  2625. },
  2626. lookAt: function ( eye, target, up ) {
  2627. var te = this.elements;
  2628. _z.subVectors( eye, target );
  2629. if ( _z.lengthSq() === 0 ) {
  2630. // eye and target are in the same position
  2631. _z.z = 1;
  2632. }
  2633. _z.normalize();
  2634. _x.crossVectors( up, _z );
  2635. if ( _x.lengthSq() === 0 ) {
  2636. // up and z are parallel
  2637. if ( Math.abs( up.z ) === 1 ) {
  2638. _z.x += 0.0001;
  2639. } else {
  2640. _z.z += 0.0001;
  2641. }
  2642. _z.normalize();
  2643. _x.crossVectors( up, _z );
  2644. }
  2645. _x.normalize();
  2646. _y.crossVectors( _z, _x );
  2647. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2648. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2649. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2650. return this;
  2651. },
  2652. multiply: function ( m, n ) {
  2653. if ( n !== undefined ) {
  2654. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2655. return this.multiplyMatrices( m, n );
  2656. }
  2657. return this.multiplyMatrices( this, m );
  2658. },
  2659. premultiply: function ( m ) {
  2660. return this.multiplyMatrices( m, this );
  2661. },
  2662. multiplyMatrices: function ( a, b ) {
  2663. var ae = a.elements;
  2664. var be = b.elements;
  2665. var te = this.elements;
  2666. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2667. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2668. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2669. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2670. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2671. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2672. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2673. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2674. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2675. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2676. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2677. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2678. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2679. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2680. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2681. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2682. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2683. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2684. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2685. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2686. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2687. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2688. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2689. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2690. return this;
  2691. },
  2692. multiplyScalar: function ( s ) {
  2693. var te = this.elements;
  2694. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2695. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2696. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2697. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2698. return this;
  2699. },
  2700. determinant: function () {
  2701. var te = this.elements;
  2702. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2703. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2704. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2705. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2706. //TODO: make this more efficient
  2707. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2708. return (
  2709. n41 * (
  2710. + n14 * n23 * n32
  2711. - n13 * n24 * n32
  2712. - n14 * n22 * n33
  2713. + n12 * n24 * n33
  2714. + n13 * n22 * n34
  2715. - n12 * n23 * n34
  2716. ) +
  2717. n42 * (
  2718. + n11 * n23 * n34
  2719. - n11 * n24 * n33
  2720. + n14 * n21 * n33
  2721. - n13 * n21 * n34
  2722. + n13 * n24 * n31
  2723. - n14 * n23 * n31
  2724. ) +
  2725. n43 * (
  2726. + n11 * n24 * n32
  2727. - n11 * n22 * n34
  2728. - n14 * n21 * n32
  2729. + n12 * n21 * n34
  2730. + n14 * n22 * n31
  2731. - n12 * n24 * n31
  2732. ) +
  2733. n44 * (
  2734. - n13 * n22 * n31
  2735. - n11 * n23 * n32
  2736. + n11 * n22 * n33
  2737. + n13 * n21 * n32
  2738. - n12 * n21 * n33
  2739. + n12 * n23 * n31
  2740. )
  2741. );
  2742. },
  2743. transpose: function () {
  2744. var te = this.elements;
  2745. var tmp;
  2746. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2747. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2748. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2749. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2750. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2751. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2752. return this;
  2753. },
  2754. setPosition: function ( x, y, z ) {
  2755. var te = this.elements;
  2756. if ( x.isVector3 ) {
  2757. te[ 12 ] = x.x;
  2758. te[ 13 ] = x.y;
  2759. te[ 14 ] = x.z;
  2760. } else {
  2761. te[ 12 ] = x;
  2762. te[ 13 ] = y;
  2763. te[ 14 ] = z;
  2764. }
  2765. return this;
  2766. },
  2767. getInverse: function ( m, throwOnDegenerate ) {
  2768. if ( throwOnDegenerate !== undefined ) {
  2769. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2770. }
  2771. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2772. var te = this.elements,
  2773. me = m.elements,
  2774. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2775. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2776. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2777. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2778. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2779. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2780. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2781. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2782. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2783. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2784. var detInv = 1 / det;
  2785. te[ 0 ] = t11 * detInv;
  2786. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2787. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2788. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2789. te[ 4 ] = t12 * detInv;
  2790. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2791. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2792. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2793. te[ 8 ] = t13 * detInv;
  2794. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2795. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2796. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2797. te[ 12 ] = t14 * detInv;
  2798. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2799. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2800. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2801. return this;
  2802. },
  2803. scale: function ( v ) {
  2804. var te = this.elements;
  2805. var x = v.x, y = v.y, z = v.z;
  2806. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2807. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2808. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2809. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2810. return this;
  2811. },
  2812. getMaxScaleOnAxis: function () {
  2813. var te = this.elements;
  2814. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2815. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2816. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2817. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2818. },
  2819. makeTranslation: function ( x, y, z ) {
  2820. this.set(
  2821. 1, 0, 0, x,
  2822. 0, 1, 0, y,
  2823. 0, 0, 1, z,
  2824. 0, 0, 0, 1
  2825. );
  2826. return this;
  2827. },
  2828. makeRotationX: function ( theta ) {
  2829. var c = Math.cos( theta ), s = Math.sin( theta );
  2830. this.set(
  2831. 1, 0, 0, 0,
  2832. 0, c, - s, 0,
  2833. 0, s, c, 0,
  2834. 0, 0, 0, 1
  2835. );
  2836. return this;
  2837. },
  2838. makeRotationY: function ( theta ) {
  2839. var c = Math.cos( theta ), s = Math.sin( theta );
  2840. this.set(
  2841. c, 0, s, 0,
  2842. 0, 1, 0, 0,
  2843. - s, 0, c, 0,
  2844. 0, 0, 0, 1
  2845. );
  2846. return this;
  2847. },
  2848. makeRotationZ: function ( theta ) {
  2849. var c = Math.cos( theta ), s = Math.sin( theta );
  2850. this.set(
  2851. c, - s, 0, 0,
  2852. s, c, 0, 0,
  2853. 0, 0, 1, 0,
  2854. 0, 0, 0, 1
  2855. );
  2856. return this;
  2857. },
  2858. makeRotationAxis: function ( axis, angle ) {
  2859. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2860. var c = Math.cos( angle );
  2861. var s = Math.sin( angle );
  2862. var t = 1 - c;
  2863. var x = axis.x, y = axis.y, z = axis.z;
  2864. var tx = t * x, ty = t * y;
  2865. this.set(
  2866. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2867. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2868. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2869. 0, 0, 0, 1
  2870. );
  2871. return this;
  2872. },
  2873. makeScale: function ( x, y, z ) {
  2874. this.set(
  2875. x, 0, 0, 0,
  2876. 0, y, 0, 0,
  2877. 0, 0, z, 0,
  2878. 0, 0, 0, 1
  2879. );
  2880. return this;
  2881. },
  2882. makeShear: function ( x, y, z ) {
  2883. this.set(
  2884. 1, y, z, 0,
  2885. x, 1, z, 0,
  2886. x, y, 1, 0,
  2887. 0, 0, 0, 1
  2888. );
  2889. return this;
  2890. },
  2891. compose: function ( position, quaternion, scale ) {
  2892. var te = this.elements;
  2893. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2894. var x2 = x + x, y2 = y + y, z2 = z + z;
  2895. var xx = x * x2, xy = x * y2, xz = x * z2;
  2896. var yy = y * y2, yz = y * z2, zz = z * z2;
  2897. var wx = w * x2, wy = w * y2, wz = w * z2;
  2898. var sx = scale.x, sy = scale.y, sz = scale.z;
  2899. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2900. te[ 1 ] = ( xy + wz ) * sx;
  2901. te[ 2 ] = ( xz - wy ) * sx;
  2902. te[ 3 ] = 0;
  2903. te[ 4 ] = ( xy - wz ) * sy;
  2904. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2905. te[ 6 ] = ( yz + wx ) * sy;
  2906. te[ 7 ] = 0;
  2907. te[ 8 ] = ( xz + wy ) * sz;
  2908. te[ 9 ] = ( yz - wx ) * sz;
  2909. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2910. te[ 11 ] = 0;
  2911. te[ 12 ] = position.x;
  2912. te[ 13 ] = position.y;
  2913. te[ 14 ] = position.z;
  2914. te[ 15 ] = 1;
  2915. return this;
  2916. },
  2917. decompose: function ( position, quaternion, scale ) {
  2918. var te = this.elements;
  2919. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2920. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2921. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2922. // if determine is negative, we need to invert one scale
  2923. var det = this.determinant();
  2924. if ( det < 0 ) { sx = - sx; }
  2925. position.x = te[ 12 ];
  2926. position.y = te[ 13 ];
  2927. position.z = te[ 14 ];
  2928. // scale the rotation part
  2929. _m1.copy( this );
  2930. var invSX = 1 / sx;
  2931. var invSY = 1 / sy;
  2932. var invSZ = 1 / sz;
  2933. _m1.elements[ 0 ] *= invSX;
  2934. _m1.elements[ 1 ] *= invSX;
  2935. _m1.elements[ 2 ] *= invSX;
  2936. _m1.elements[ 4 ] *= invSY;
  2937. _m1.elements[ 5 ] *= invSY;
  2938. _m1.elements[ 6 ] *= invSY;
  2939. _m1.elements[ 8 ] *= invSZ;
  2940. _m1.elements[ 9 ] *= invSZ;
  2941. _m1.elements[ 10 ] *= invSZ;
  2942. quaternion.setFromRotationMatrix( _m1 );
  2943. scale.x = sx;
  2944. scale.y = sy;
  2945. scale.z = sz;
  2946. return this;
  2947. },
  2948. makePerspective: function ( left, right, top, bottom, near, far ) {
  2949. if ( far === undefined ) {
  2950. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2951. }
  2952. var te = this.elements;
  2953. var x = 2 * near / ( right - left );
  2954. var y = 2 * near / ( top - bottom );
  2955. var a = ( right + left ) / ( right - left );
  2956. var b = ( top + bottom ) / ( top - bottom );
  2957. var c = - ( far + near ) / ( far - near );
  2958. var d = - 2 * far * near / ( far - near );
  2959. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2960. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2961. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2962. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2963. return this;
  2964. },
  2965. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2966. var te = this.elements;
  2967. var w = 1.0 / ( right - left );
  2968. var h = 1.0 / ( top - bottom );
  2969. var p = 1.0 / ( far - near );
  2970. var x = ( right + left ) * w;
  2971. var y = ( top + bottom ) * h;
  2972. var z = ( far + near ) * p;
  2973. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2974. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2975. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2976. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2977. return this;
  2978. },
  2979. equals: function ( matrix ) {
  2980. var te = this.elements;
  2981. var me = matrix.elements;
  2982. for ( var i = 0; i < 16; i ++ ) {
  2983. if ( te[ i ] !== me[ i ] ) { return false; }
  2984. }
  2985. return true;
  2986. },
  2987. fromArray: function ( array, offset ) {
  2988. if ( offset === undefined ) { offset = 0; }
  2989. for ( var i = 0; i < 16; i ++ ) {
  2990. this.elements[ i ] = array[ i + offset ];
  2991. }
  2992. return this;
  2993. },
  2994. toArray: function ( array, offset ) {
  2995. if ( array === undefined ) { array = []; }
  2996. if ( offset === undefined ) { offset = 0; }
  2997. var te = this.elements;
  2998. array[ offset ] = te[ 0 ];
  2999. array[ offset + 1 ] = te[ 1 ];
  3000. array[ offset + 2 ] = te[ 2 ];
  3001. array[ offset + 3 ] = te[ 3 ];
  3002. array[ offset + 4 ] = te[ 4 ];
  3003. array[ offset + 5 ] = te[ 5 ];
  3004. array[ offset + 6 ] = te[ 6 ];
  3005. array[ offset + 7 ] = te[ 7 ];
  3006. array[ offset + 8 ] = te[ 8 ];
  3007. array[ offset + 9 ] = te[ 9 ];
  3008. array[ offset + 10 ] = te[ 10 ];
  3009. array[ offset + 11 ] = te[ 11 ];
  3010. array[ offset + 12 ] = te[ 12 ];
  3011. array[ offset + 13 ] = te[ 13 ];
  3012. array[ offset + 14 ] = te[ 14 ];
  3013. array[ offset + 15 ] = te[ 15 ];
  3014. return array;
  3015. }
  3016. } );
  3017. /**
  3018. * @author mrdoob / http://mrdoob.com/
  3019. * @author WestLangley / http://github.com/WestLangley
  3020. * @author bhouston / http://clara.io
  3021. */
  3022. var _matrix = new Matrix4();
  3023. var _quaternion$1 = new Quaternion();
  3024. function Euler( x, y, z, order ) {
  3025. this._x = x || 0;
  3026. this._y = y || 0;
  3027. this._z = z || 0;
  3028. this._order = order || Euler.DefaultOrder;
  3029. }
  3030. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3031. Euler.DefaultOrder = 'XYZ';
  3032. Object.defineProperties( Euler.prototype, {
  3033. x: {
  3034. get: function () {
  3035. return this._x;
  3036. },
  3037. set: function ( value ) {
  3038. this._x = value;
  3039. this._onChangeCallback();
  3040. }
  3041. },
  3042. y: {
  3043. get: function () {
  3044. return this._y;
  3045. },
  3046. set: function ( value ) {
  3047. this._y = value;
  3048. this._onChangeCallback();
  3049. }
  3050. },
  3051. z: {
  3052. get: function () {
  3053. return this._z;
  3054. },
  3055. set: function ( value ) {
  3056. this._z = value;
  3057. this._onChangeCallback();
  3058. }
  3059. },
  3060. order: {
  3061. get: function () {
  3062. return this._order;
  3063. },
  3064. set: function ( value ) {
  3065. this._order = value;
  3066. this._onChangeCallback();
  3067. }
  3068. }
  3069. } );
  3070. Object.assign( Euler.prototype, {
  3071. isEuler: true,
  3072. set: function ( x, y, z, order ) {
  3073. this._x = x;
  3074. this._y = y;
  3075. this._z = z;
  3076. this._order = order || this._order;
  3077. this._onChangeCallback();
  3078. return this;
  3079. },
  3080. clone: function () {
  3081. return new this.constructor( this._x, this._y, this._z, this._order );
  3082. },
  3083. copy: function ( euler ) {
  3084. this._x = euler._x;
  3085. this._y = euler._y;
  3086. this._z = euler._z;
  3087. this._order = euler._order;
  3088. this._onChangeCallback();
  3089. return this;
  3090. },
  3091. setFromRotationMatrix: function ( m, order, update ) {
  3092. var clamp = MathUtils.clamp;
  3093. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3094. var te = m.elements;
  3095. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3096. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3097. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3098. order = order || this._order;
  3099. switch ( order ) {
  3100. case 'XYZ':
  3101. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3102. if ( Math.abs( m13 ) < 0.9999999 ) {
  3103. this._x = Math.atan2( - m23, m33 );
  3104. this._z = Math.atan2( - m12, m11 );
  3105. } else {
  3106. this._x = Math.atan2( m32, m22 );
  3107. this._z = 0;
  3108. }
  3109. break;
  3110. case 'YXZ':
  3111. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3112. if ( Math.abs( m23 ) < 0.9999999 ) {
  3113. this._y = Math.atan2( m13, m33 );
  3114. this._z = Math.atan2( m21, m22 );
  3115. } else {
  3116. this._y = Math.atan2( - m31, m11 );
  3117. this._z = 0;
  3118. }
  3119. break;
  3120. case 'ZXY':
  3121. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3122. if ( Math.abs( m32 ) < 0.9999999 ) {
  3123. this._y = Math.atan2( - m31, m33 );
  3124. this._z = Math.atan2( - m12, m22 );
  3125. } else {
  3126. this._y = 0;
  3127. this._z = Math.atan2( m21, m11 );
  3128. }
  3129. break;
  3130. case 'ZYX':
  3131. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3132. if ( Math.abs( m31 ) < 0.9999999 ) {
  3133. this._x = Math.atan2( m32, m33 );
  3134. this._z = Math.atan2( m21, m11 );
  3135. } else {
  3136. this._x = 0;
  3137. this._z = Math.atan2( - m12, m22 );
  3138. }
  3139. break;
  3140. case 'YZX':
  3141. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3142. if ( Math.abs( m21 ) < 0.9999999 ) {
  3143. this._x = Math.atan2( - m23, m22 );
  3144. this._y = Math.atan2( - m31, m11 );
  3145. } else {
  3146. this._x = 0;
  3147. this._y = Math.atan2( m13, m33 );
  3148. }
  3149. break;
  3150. case 'XZY':
  3151. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3152. if ( Math.abs( m12 ) < 0.9999999 ) {
  3153. this._x = Math.atan2( m32, m22 );
  3154. this._y = Math.atan2( m13, m11 );
  3155. } else {
  3156. this._x = Math.atan2( - m23, m33 );
  3157. this._y = 0;
  3158. }
  3159. break;
  3160. default:
  3161. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3162. }
  3163. this._order = order;
  3164. if ( update !== false ) { this._onChangeCallback(); }
  3165. return this;
  3166. },
  3167. setFromQuaternion: function ( q, order, update ) {
  3168. _matrix.makeRotationFromQuaternion( q );
  3169. return this.setFromRotationMatrix( _matrix, order, update );
  3170. },
  3171. setFromVector3: function ( v, order ) {
  3172. return this.set( v.x, v.y, v.z, order || this._order );
  3173. },
  3174. reorder: function ( newOrder ) {
  3175. // WARNING: this discards revolution information -bhouston
  3176. _quaternion$1.setFromEuler( this );
  3177. return this.setFromQuaternion( _quaternion$1, newOrder );
  3178. },
  3179. equals: function ( euler ) {
  3180. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3181. },
  3182. fromArray: function ( array ) {
  3183. this._x = array[ 0 ];
  3184. this._y = array[ 1 ];
  3185. this._z = array[ 2 ];
  3186. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3187. this._onChangeCallback();
  3188. return this;
  3189. },
  3190. toArray: function ( array, offset ) {
  3191. if ( array === undefined ) { array = []; }
  3192. if ( offset === undefined ) { offset = 0; }
  3193. array[ offset ] = this._x;
  3194. array[ offset + 1 ] = this._y;
  3195. array[ offset + 2 ] = this._z;
  3196. array[ offset + 3 ] = this._order;
  3197. return array;
  3198. },
  3199. toVector3: function ( optionalResult ) {
  3200. if ( optionalResult ) {
  3201. return optionalResult.set( this._x, this._y, this._z );
  3202. } else {
  3203. return new Vector3( this._x, this._y, this._z );
  3204. }
  3205. },
  3206. _onChange: function ( callback ) {
  3207. this._onChangeCallback = callback;
  3208. return this;
  3209. },
  3210. _onChangeCallback: function () {}
  3211. } );
  3212. /**
  3213. * @author mrdoob / http://mrdoob.com/
  3214. */
  3215. function Layers() {
  3216. this.mask = 1 | 0;
  3217. }
  3218. Object.assign( Layers.prototype, {
  3219. set: function ( channel ) {
  3220. this.mask = 1 << channel | 0;
  3221. },
  3222. enable: function ( channel ) {
  3223. this.mask |= 1 << channel | 0;
  3224. },
  3225. enableAll: function () {
  3226. this.mask = 0xffffffff | 0;
  3227. },
  3228. toggle: function ( channel ) {
  3229. this.mask ^= 1 << channel | 0;
  3230. },
  3231. disable: function ( channel ) {
  3232. this.mask &= ~ ( 1 << channel | 0 );
  3233. },
  3234. disableAll: function () {
  3235. this.mask = 0;
  3236. },
  3237. test: function ( layers ) {
  3238. return ( this.mask & layers.mask ) !== 0;
  3239. }
  3240. } );
  3241. var _object3DId = 0;
  3242. var _v1$1 = new Vector3();
  3243. var _q1 = new Quaternion();
  3244. var _m1$1 = new Matrix4();
  3245. var _target = new Vector3();
  3246. var _position = new Vector3();
  3247. var _scale = new Vector3();
  3248. var _quaternion$2 = new Quaternion();
  3249. var _xAxis = new Vector3( 1, 0, 0 );
  3250. var _yAxis = new Vector3( 0, 1, 0 );
  3251. var _zAxis = new Vector3( 0, 0, 1 );
  3252. var _addedEvent = { type: 'added' };
  3253. var _removedEvent = { type: 'removed' };
  3254. /**
  3255. * @author mrdoob / http://mrdoob.com/
  3256. * @author mikael emtinger / http://gomo.se/
  3257. * @author alteredq / http://alteredqualia.com/
  3258. * @author WestLangley / http://github.com/WestLangley
  3259. * @author elephantatwork / www.elephantatwork.ch
  3260. */
  3261. function Object3D() {
  3262. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3263. this.uuid = MathUtils.generateUUID();
  3264. this.name = '';
  3265. this.type = 'Object3D';
  3266. this.parent = null;
  3267. this.children = [];
  3268. this.up = Object3D.DefaultUp.clone();
  3269. var position = new Vector3();
  3270. var rotation = new Euler();
  3271. var quaternion = new Quaternion();
  3272. var scale = new Vector3( 1, 1, 1 );
  3273. function onRotationChange() {
  3274. quaternion.setFromEuler( rotation, false );
  3275. }
  3276. function onQuaternionChange() {
  3277. rotation.setFromQuaternion( quaternion, undefined, false );
  3278. }
  3279. rotation._onChange( onRotationChange );
  3280. quaternion._onChange( onQuaternionChange );
  3281. Object.defineProperties( this, {
  3282. position: {
  3283. configurable: true,
  3284. enumerable: true,
  3285. value: position
  3286. },
  3287. rotation: {
  3288. configurable: true,
  3289. enumerable: true,
  3290. value: rotation
  3291. },
  3292. quaternion: {
  3293. configurable: true,
  3294. enumerable: true,
  3295. value: quaternion
  3296. },
  3297. scale: {
  3298. configurable: true,
  3299. enumerable: true,
  3300. value: scale
  3301. },
  3302. modelViewMatrix: {
  3303. value: new Matrix4()
  3304. },
  3305. normalMatrix: {
  3306. value: new Matrix3()
  3307. }
  3308. } );
  3309. this.matrix = new Matrix4();
  3310. this.matrixWorld = new Matrix4();
  3311. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3312. this.matrixWorldNeedsUpdate = false;
  3313. this.layers = new Layers();
  3314. this.visible = true;
  3315. this.castShadow = false;
  3316. this.receiveShadow = false;
  3317. this.frustumCulled = true;
  3318. this.renderOrder = 0;
  3319. this.userData = {};
  3320. }
  3321. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3322. Object3D.DefaultMatrixAutoUpdate = true;
  3323. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3324. constructor: Object3D,
  3325. isObject3D: true,
  3326. onBeforeRender: function () {},
  3327. onAfterRender: function () {},
  3328. applyMatrix4: function ( matrix ) {
  3329. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3330. this.matrix.premultiply( matrix );
  3331. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3332. },
  3333. applyQuaternion: function ( q ) {
  3334. this.quaternion.premultiply( q );
  3335. return this;
  3336. },
  3337. setRotationFromAxisAngle: function ( axis, angle ) {
  3338. // assumes axis is normalized
  3339. this.quaternion.setFromAxisAngle( axis, angle );
  3340. },
  3341. setRotationFromEuler: function ( euler ) {
  3342. this.quaternion.setFromEuler( euler, true );
  3343. },
  3344. setRotationFromMatrix: function ( m ) {
  3345. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3346. this.quaternion.setFromRotationMatrix( m );
  3347. },
  3348. setRotationFromQuaternion: function ( q ) {
  3349. // assumes q is normalized
  3350. this.quaternion.copy( q );
  3351. },
  3352. rotateOnAxis: function ( axis, angle ) {
  3353. // rotate object on axis in object space
  3354. // axis is assumed to be normalized
  3355. _q1.setFromAxisAngle( axis, angle );
  3356. this.quaternion.multiply( _q1 );
  3357. return this;
  3358. },
  3359. rotateOnWorldAxis: function ( axis, angle ) {
  3360. // rotate object on axis in world space
  3361. // axis is assumed to be normalized
  3362. // method assumes no rotated parent
  3363. _q1.setFromAxisAngle( axis, angle );
  3364. this.quaternion.premultiply( _q1 );
  3365. return this;
  3366. },
  3367. rotateX: function ( angle ) {
  3368. return this.rotateOnAxis( _xAxis, angle );
  3369. },
  3370. rotateY: function ( angle ) {
  3371. return this.rotateOnAxis( _yAxis, angle );
  3372. },
  3373. rotateZ: function ( angle ) {
  3374. return this.rotateOnAxis( _zAxis, angle );
  3375. },
  3376. translateOnAxis: function ( axis, distance ) {
  3377. // translate object by distance along axis in object space
  3378. // axis is assumed to be normalized
  3379. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3380. this.position.add( _v1$1.multiplyScalar( distance ) );
  3381. return this;
  3382. },
  3383. translateX: function ( distance ) {
  3384. return this.translateOnAxis( _xAxis, distance );
  3385. },
  3386. translateY: function ( distance ) {
  3387. return this.translateOnAxis( _yAxis, distance );
  3388. },
  3389. translateZ: function ( distance ) {
  3390. return this.translateOnAxis( _zAxis, distance );
  3391. },
  3392. localToWorld: function ( vector ) {
  3393. return vector.applyMatrix4( this.matrixWorld );
  3394. },
  3395. worldToLocal: function ( vector ) {
  3396. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3397. },
  3398. lookAt: function ( x, y, z ) {
  3399. // This method does not support objects having non-uniformly-scaled parent(s)
  3400. if ( x.isVector3 ) {
  3401. _target.copy( x );
  3402. } else {
  3403. _target.set( x, y, z );
  3404. }
  3405. var parent = this.parent;
  3406. this.updateWorldMatrix( true, false );
  3407. _position.setFromMatrixPosition( this.matrixWorld );
  3408. if ( this.isCamera || this.isLight ) {
  3409. _m1$1.lookAt( _position, _target, this.up );
  3410. } else {
  3411. _m1$1.lookAt( _target, _position, this.up );
  3412. }
  3413. this.quaternion.setFromRotationMatrix( _m1$1 );
  3414. if ( parent ) {
  3415. _m1$1.extractRotation( parent.matrixWorld );
  3416. _q1.setFromRotationMatrix( _m1$1 );
  3417. this.quaternion.premultiply( _q1.inverse() );
  3418. }
  3419. },
  3420. add: function ( object ) {
  3421. if ( arguments.length > 1 ) {
  3422. for ( var i = 0; i < arguments.length; i ++ ) {
  3423. this.add( arguments[ i ] );
  3424. }
  3425. return this;
  3426. }
  3427. if ( object === this ) {
  3428. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3429. return this;
  3430. }
  3431. if ( ( object && object.isObject3D ) ) {
  3432. if ( object.parent !== null ) {
  3433. object.parent.remove( object );
  3434. }
  3435. object.parent = this;
  3436. this.children.push( object );
  3437. object.dispatchEvent( _addedEvent );
  3438. } else {
  3439. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3440. }
  3441. return this;
  3442. },
  3443. remove: function ( object ) {
  3444. if ( arguments.length > 1 ) {
  3445. for ( var i = 0; i < arguments.length; i ++ ) {
  3446. this.remove( arguments[ i ] );
  3447. }
  3448. return this;
  3449. }
  3450. var index = this.children.indexOf( object );
  3451. if ( index !== - 1 ) {
  3452. object.parent = null;
  3453. this.children.splice( index, 1 );
  3454. object.dispatchEvent( _removedEvent );
  3455. }
  3456. return this;
  3457. },
  3458. attach: function ( object ) {
  3459. // adds object as a child of this, while maintaining the object's world transform
  3460. this.updateWorldMatrix( true, false );
  3461. _m1$1.getInverse( this.matrixWorld );
  3462. if ( object.parent !== null ) {
  3463. object.parent.updateWorldMatrix( true, false );
  3464. _m1$1.multiply( object.parent.matrixWorld );
  3465. }
  3466. object.applyMatrix4( _m1$1 );
  3467. object.updateWorldMatrix( false, false );
  3468. this.add( object );
  3469. return this;
  3470. },
  3471. getObjectById: function ( id ) {
  3472. return this.getObjectByProperty( 'id', id );
  3473. },
  3474. getObjectByName: function ( name ) {
  3475. return this.getObjectByProperty( 'name', name );
  3476. },
  3477. getObjectByProperty: function ( name, value ) {
  3478. if ( this[ name ] === value ) { return this; }
  3479. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3480. var child = this.children[ i ];
  3481. var object = child.getObjectByProperty( name, value );
  3482. if ( object !== undefined ) {
  3483. return object;
  3484. }
  3485. }
  3486. return undefined;
  3487. },
  3488. getWorldPosition: function ( target ) {
  3489. if ( target === undefined ) {
  3490. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3491. target = new Vector3();
  3492. }
  3493. this.updateMatrixWorld( true );
  3494. return target.setFromMatrixPosition( this.matrixWorld );
  3495. },
  3496. getWorldQuaternion: function ( target ) {
  3497. if ( target === undefined ) {
  3498. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3499. target = new Quaternion();
  3500. }
  3501. this.updateMatrixWorld( true );
  3502. this.matrixWorld.decompose( _position, target, _scale );
  3503. return target;
  3504. },
  3505. getWorldScale: function ( target ) {
  3506. if ( target === undefined ) {
  3507. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3508. target = new Vector3();
  3509. }
  3510. this.updateMatrixWorld( true );
  3511. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3512. return target;
  3513. },
  3514. getWorldDirection: function ( target ) {
  3515. if ( target === undefined ) {
  3516. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3517. target = new Vector3();
  3518. }
  3519. this.updateMatrixWorld( true );
  3520. var e = this.matrixWorld.elements;
  3521. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3522. },
  3523. raycast: function () {},
  3524. traverse: function ( callback ) {
  3525. callback( this );
  3526. var children = this.children;
  3527. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3528. children[ i ].traverse( callback );
  3529. }
  3530. },
  3531. traverseVisible: function ( callback ) {
  3532. if ( this.visible === false ) { return; }
  3533. callback( this );
  3534. var children = this.children;
  3535. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3536. children[ i ].traverseVisible( callback );
  3537. }
  3538. },
  3539. traverseAncestors: function ( callback ) {
  3540. var parent = this.parent;
  3541. if ( parent !== null ) {
  3542. callback( parent );
  3543. parent.traverseAncestors( callback );
  3544. }
  3545. },
  3546. updateMatrix: function () {
  3547. this.matrix.compose( this.position, this.quaternion, this.scale );
  3548. this.matrixWorldNeedsUpdate = true;
  3549. },
  3550. updateMatrixWorld: function ( force ) {
  3551. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3552. if ( this.matrixWorldNeedsUpdate || force ) {
  3553. if ( this.parent === null ) {
  3554. this.matrixWorld.copy( this.matrix );
  3555. } else {
  3556. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3557. }
  3558. this.matrixWorldNeedsUpdate = false;
  3559. force = true;
  3560. }
  3561. // update children
  3562. var children = this.children;
  3563. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3564. children[ i ].updateMatrixWorld( force );
  3565. }
  3566. },
  3567. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3568. var parent = this.parent;
  3569. if ( updateParents === true && parent !== null ) {
  3570. parent.updateWorldMatrix( true, false );
  3571. }
  3572. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3573. if ( this.parent === null ) {
  3574. this.matrixWorld.copy( this.matrix );
  3575. } else {
  3576. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3577. }
  3578. // update children
  3579. if ( updateChildren === true ) {
  3580. var children = this.children;
  3581. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3582. children[ i ].updateWorldMatrix( false, true );
  3583. }
  3584. }
  3585. },
  3586. toJSON: function ( meta ) {
  3587. // meta is a string when called from JSON.stringify
  3588. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3589. var output = {};
  3590. // meta is a hash used to collect geometries, materials.
  3591. // not providing it implies that this is the root object
  3592. // being serialized.
  3593. if ( isRootObject ) {
  3594. // initialize meta obj
  3595. meta = {
  3596. geometries: {},
  3597. materials: {},
  3598. textures: {},
  3599. images: {},
  3600. shapes: {}
  3601. };
  3602. output.metadata = {
  3603. version: 4.5,
  3604. type: 'Object',
  3605. generator: 'Object3D.toJSON'
  3606. };
  3607. }
  3608. // standard Object3D serialization
  3609. var object = {};
  3610. object.uuid = this.uuid;
  3611. object.type = this.type;
  3612. if ( this.name !== '' ) { object.name = this.name; }
  3613. if ( this.castShadow === true ) { object.castShadow = true; }
  3614. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3615. if ( this.visible === false ) { object.visible = false; }
  3616. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3617. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3618. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3619. object.layers = this.layers.mask;
  3620. object.matrix = this.matrix.toArray();
  3621. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3622. // object specific properties
  3623. if ( this.isInstancedMesh ) {
  3624. object.type = 'InstancedMesh';
  3625. object.count = this.count;
  3626. object.instanceMatrix = this.instanceMatrix.toJSON();
  3627. }
  3628. //
  3629. function serialize( library, element ) {
  3630. if ( library[ element.uuid ] === undefined ) {
  3631. library[ element.uuid ] = element.toJSON( meta );
  3632. }
  3633. return element.uuid;
  3634. }
  3635. if ( this.isMesh || this.isLine || this.isPoints ) {
  3636. object.geometry = serialize( meta.geometries, this.geometry );
  3637. var parameters = this.geometry.parameters;
  3638. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3639. var shapes = parameters.shapes;
  3640. if ( Array.isArray( shapes ) ) {
  3641. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3642. var shape = shapes[ i ];
  3643. serialize( meta.shapes, shape );
  3644. }
  3645. } else {
  3646. serialize( meta.shapes, shapes );
  3647. }
  3648. }
  3649. }
  3650. if ( this.material !== undefined ) {
  3651. if ( Array.isArray( this.material ) ) {
  3652. var uuids = [];
  3653. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3654. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3655. }
  3656. object.material = uuids;
  3657. } else {
  3658. object.material = serialize( meta.materials, this.material );
  3659. }
  3660. }
  3661. //
  3662. if ( this.children.length > 0 ) {
  3663. object.children = [];
  3664. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3665. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3666. }
  3667. }
  3668. if ( isRootObject ) {
  3669. var geometries = extractFromCache( meta.geometries );
  3670. var materials = extractFromCache( meta.materials );
  3671. var textures = extractFromCache( meta.textures );
  3672. var images = extractFromCache( meta.images );
  3673. var shapes$1 = extractFromCache( meta.shapes );
  3674. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3675. if ( materials.length > 0 ) { output.materials = materials; }
  3676. if ( textures.length > 0 ) { output.textures = textures; }
  3677. if ( images.length > 0 ) { output.images = images; }
  3678. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3679. }
  3680. output.object = object;
  3681. return output;
  3682. // extract data from the cache hash
  3683. // remove metadata on each item
  3684. // and return as array
  3685. function extractFromCache( cache ) {
  3686. var values = [];
  3687. for ( var key in cache ) {
  3688. var data = cache[ key ];
  3689. delete data.metadata;
  3690. values.push( data );
  3691. }
  3692. return values;
  3693. }
  3694. },
  3695. clone: function ( recursive ) {
  3696. return new this.constructor().copy( this, recursive );
  3697. },
  3698. copy: function ( source, recursive ) {
  3699. if ( recursive === undefined ) { recursive = true; }
  3700. this.name = source.name;
  3701. this.up.copy( source.up );
  3702. this.position.copy( source.position );
  3703. this.quaternion.copy( source.quaternion );
  3704. this.scale.copy( source.scale );
  3705. this.matrix.copy( source.matrix );
  3706. this.matrixWorld.copy( source.matrixWorld );
  3707. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3708. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3709. this.layers.mask = source.layers.mask;
  3710. this.visible = source.visible;
  3711. this.castShadow = source.castShadow;
  3712. this.receiveShadow = source.receiveShadow;
  3713. this.frustumCulled = source.frustumCulled;
  3714. this.renderOrder = source.renderOrder;
  3715. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3716. if ( recursive === true ) {
  3717. for ( var i = 0; i < source.children.length; i ++ ) {
  3718. var child = source.children[ i ];
  3719. this.add( child.clone() );
  3720. }
  3721. }
  3722. return this;
  3723. }
  3724. } );
  3725. /**
  3726. * @author mrdoob / http://mrdoob.com/
  3727. */
  3728. function Scene() {
  3729. Object3D.call( this );
  3730. this.type = 'Scene';
  3731. this.background = null;
  3732. this.environment = null;
  3733. this.fog = null;
  3734. this.overrideMaterial = null;
  3735. this.autoUpdate = true; // checked by the renderer
  3736. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3737. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3738. }
  3739. }
  3740. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3741. constructor: Scene,
  3742. isScene: true,
  3743. copy: function ( source, recursive ) {
  3744. Object3D.prototype.copy.call( this, source, recursive );
  3745. if ( source.background !== null ) { this.background = source.background.clone(); }
  3746. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3747. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3748. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3749. this.autoUpdate = source.autoUpdate;
  3750. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3751. return this;
  3752. },
  3753. toJSON: function ( meta ) {
  3754. var data = Object3D.prototype.toJSON.call( this, meta );
  3755. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3756. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3757. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3758. return data;
  3759. },
  3760. dispose: function () {
  3761. this.dispatchEvent( { type: 'dispose' } );
  3762. }
  3763. } );
  3764. var _points = [
  3765. new Vector3(),
  3766. new Vector3(),
  3767. new Vector3(),
  3768. new Vector3(),
  3769. new Vector3(),
  3770. new Vector3(),
  3771. new Vector3(),
  3772. new Vector3()
  3773. ];
  3774. var _vector$1 = new Vector3();
  3775. var _box = new Box3();
  3776. // triangle centered vertices
  3777. var _v0 = new Vector3();
  3778. var _v1$2 = new Vector3();
  3779. var _v2 = new Vector3();
  3780. // triangle edge vectors
  3781. var _f0 = new Vector3();
  3782. var _f1 = new Vector3();
  3783. var _f2 = new Vector3();
  3784. var _center = new Vector3();
  3785. var _extents = new Vector3();
  3786. var _triangleNormal = new Vector3();
  3787. var _testAxis = new Vector3();
  3788. /**
  3789. * @author bhouston / http://clara.io
  3790. * @author WestLangley / http://github.com/WestLangley
  3791. */
  3792. function Box3( min, max ) {
  3793. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3794. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3795. }
  3796. Object.assign( Box3.prototype, {
  3797. isBox3: true,
  3798. set: function ( min, max ) {
  3799. this.min.copy( min );
  3800. this.max.copy( max );
  3801. return this;
  3802. },
  3803. setFromArray: function ( array ) {
  3804. var minX = + Infinity;
  3805. var minY = + Infinity;
  3806. var minZ = + Infinity;
  3807. var maxX = - Infinity;
  3808. var maxY = - Infinity;
  3809. var maxZ = - Infinity;
  3810. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3811. var x = array[ i ];
  3812. var y = array[ i + 1 ];
  3813. var z = array[ i + 2 ];
  3814. if ( x < minX ) { minX = x; }
  3815. if ( y < minY ) { minY = y; }
  3816. if ( z < minZ ) { minZ = z; }
  3817. if ( x > maxX ) { maxX = x; }
  3818. if ( y > maxY ) { maxY = y; }
  3819. if ( z > maxZ ) { maxZ = z; }
  3820. }
  3821. this.min.set( minX, minY, minZ );
  3822. this.max.set( maxX, maxY, maxZ );
  3823. return this;
  3824. },
  3825. setFromBufferAttribute: function ( attribute ) {
  3826. var minX = + Infinity;
  3827. var minY = + Infinity;
  3828. var minZ = + Infinity;
  3829. var maxX = - Infinity;
  3830. var maxY = - Infinity;
  3831. var maxZ = - Infinity;
  3832. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3833. var x = attribute.getX( i );
  3834. var y = attribute.getY( i );
  3835. var z = attribute.getZ( i );
  3836. if ( x < minX ) { minX = x; }
  3837. if ( y < minY ) { minY = y; }
  3838. if ( z < minZ ) { minZ = z; }
  3839. if ( x > maxX ) { maxX = x; }
  3840. if ( y > maxY ) { maxY = y; }
  3841. if ( z > maxZ ) { maxZ = z; }
  3842. }
  3843. this.min.set( minX, minY, minZ );
  3844. this.max.set( maxX, maxY, maxZ );
  3845. return this;
  3846. },
  3847. setFromPoints: function ( points ) {
  3848. this.makeEmpty();
  3849. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3850. this.expandByPoint( points[ i ] );
  3851. }
  3852. return this;
  3853. },
  3854. setFromCenterAndSize: function ( center, size ) {
  3855. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3856. this.min.copy( center ).sub( halfSize );
  3857. this.max.copy( center ).add( halfSize );
  3858. return this;
  3859. },
  3860. setFromObject: function ( object ) {
  3861. this.makeEmpty();
  3862. return this.expandByObject( object );
  3863. },
  3864. clone: function () {
  3865. return new this.constructor().copy( this );
  3866. },
  3867. copy: function ( box ) {
  3868. this.min.copy( box.min );
  3869. this.max.copy( box.max );
  3870. return this;
  3871. },
  3872. makeEmpty: function () {
  3873. this.min.x = this.min.y = this.min.z = + Infinity;
  3874. this.max.x = this.max.y = this.max.z = - Infinity;
  3875. return this;
  3876. },
  3877. isEmpty: function () {
  3878. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3879. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3880. },
  3881. getCenter: function ( target ) {
  3882. if ( target === undefined ) {
  3883. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3884. target = new Vector3();
  3885. }
  3886. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3887. },
  3888. getSize: function ( target ) {
  3889. if ( target === undefined ) {
  3890. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3891. target = new Vector3();
  3892. }
  3893. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3894. },
  3895. expandByPoint: function ( point ) {
  3896. this.min.min( point );
  3897. this.max.max( point );
  3898. return this;
  3899. },
  3900. expandByVector: function ( vector ) {
  3901. this.min.sub( vector );
  3902. this.max.add( vector );
  3903. return this;
  3904. },
  3905. expandByScalar: function ( scalar ) {
  3906. this.min.addScalar( - scalar );
  3907. this.max.addScalar( scalar );
  3908. return this;
  3909. },
  3910. expandByObject: function ( object ) {
  3911. // Computes the world-axis-aligned bounding box of an object (including its children),
  3912. // accounting for both the object's, and children's, world transforms
  3913. object.updateWorldMatrix( false, false );
  3914. var geometry = object.geometry;
  3915. if ( geometry !== undefined ) {
  3916. if ( geometry.boundingBox === null ) {
  3917. geometry.computeBoundingBox();
  3918. }
  3919. _box.copy( geometry.boundingBox );
  3920. _box.applyMatrix4( object.matrixWorld );
  3921. this.union( _box );
  3922. }
  3923. var children = object.children;
  3924. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3925. this.expandByObject( children[ i ] );
  3926. }
  3927. return this;
  3928. },
  3929. containsPoint: function ( point ) {
  3930. return point.x < this.min.x || point.x > this.max.x ||
  3931. point.y < this.min.y || point.y > this.max.y ||
  3932. point.z < this.min.z || point.z > this.max.z ? false : true;
  3933. },
  3934. containsBox: function ( box ) {
  3935. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3936. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3937. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3938. },
  3939. getParameter: function ( point, target ) {
  3940. // This can potentially have a divide by zero if the box
  3941. // has a size dimension of 0.
  3942. if ( target === undefined ) {
  3943. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3944. target = new Vector3();
  3945. }
  3946. return target.set(
  3947. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3948. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3949. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3950. );
  3951. },
  3952. intersectsBox: function ( box ) {
  3953. // using 6 splitting planes to rule out intersections.
  3954. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3955. box.max.y < this.min.y || box.min.y > this.max.y ||
  3956. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3957. },
  3958. intersectsSphere: function ( sphere ) {
  3959. // Find the point on the AABB closest to the sphere center.
  3960. this.clampPoint( sphere.center, _vector$1 );
  3961. // If that point is inside the sphere, the AABB and sphere intersect.
  3962. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3963. },
  3964. intersectsPlane: function ( plane ) {
  3965. // We compute the minimum and maximum dot product values. If those values
  3966. // are on the same side (back or front) of the plane, then there is no intersection.
  3967. var min, max;
  3968. if ( plane.normal.x > 0 ) {
  3969. min = plane.normal.x * this.min.x;
  3970. max = plane.normal.x * this.max.x;
  3971. } else {
  3972. min = plane.normal.x * this.max.x;
  3973. max = plane.normal.x * this.min.x;
  3974. }
  3975. if ( plane.normal.y > 0 ) {
  3976. min += plane.normal.y * this.min.y;
  3977. max += plane.normal.y * this.max.y;
  3978. } else {
  3979. min += plane.normal.y * this.max.y;
  3980. max += plane.normal.y * this.min.y;
  3981. }
  3982. if ( plane.normal.z > 0 ) {
  3983. min += plane.normal.z * this.min.z;
  3984. max += plane.normal.z * this.max.z;
  3985. } else {
  3986. min += plane.normal.z * this.max.z;
  3987. max += plane.normal.z * this.min.z;
  3988. }
  3989. return ( min <= - plane.constant && max >= - plane.constant );
  3990. },
  3991. intersectsTriangle: function ( triangle ) {
  3992. if ( this.isEmpty() ) {
  3993. return false;
  3994. }
  3995. // compute box center and extents
  3996. this.getCenter( _center );
  3997. _extents.subVectors( this.max, _center );
  3998. // translate triangle to aabb origin
  3999. _v0.subVectors( triangle.a, _center );
  4000. _v1$2.subVectors( triangle.b, _center );
  4001. _v2.subVectors( triangle.c, _center );
  4002. // compute edge vectors for triangle
  4003. _f0.subVectors( _v1$2, _v0 );
  4004. _f1.subVectors( _v2, _v1$2 );
  4005. _f2.subVectors( _v0, _v2 );
  4006. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4007. // 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
  4008. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4009. var axes = [
  4010. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4011. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4012. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4013. ];
  4014. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4015. return false;
  4016. }
  4017. // test 3 face normals from the aabb
  4018. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4019. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4020. return false;
  4021. }
  4022. // finally testing the face normal of the triangle
  4023. // use already existing triangle edge vectors here
  4024. _triangleNormal.crossVectors( _f0, _f1 );
  4025. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4026. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4027. },
  4028. clampPoint: function ( point, target ) {
  4029. if ( target === undefined ) {
  4030. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4031. target = new Vector3();
  4032. }
  4033. return target.copy( point ).clamp( this.min, this.max );
  4034. },
  4035. distanceToPoint: function ( point ) {
  4036. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4037. return clampedPoint.sub( point ).length();
  4038. },
  4039. getBoundingSphere: function ( target ) {
  4040. if ( target === undefined ) {
  4041. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4042. //target = new Sphere(); // removed to avoid cyclic dependency
  4043. }
  4044. this.getCenter( target.center );
  4045. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4046. return target;
  4047. },
  4048. intersect: function ( box ) {
  4049. this.min.max( box.min );
  4050. this.max.min( box.max );
  4051. // 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.
  4052. if ( this.isEmpty() ) { this.makeEmpty(); }
  4053. return this;
  4054. },
  4055. union: function ( box ) {
  4056. this.min.min( box.min );
  4057. this.max.max( box.max );
  4058. return this;
  4059. },
  4060. applyMatrix4: function ( matrix ) {
  4061. // transform of empty box is an empty box.
  4062. if ( this.isEmpty() ) { return this; }
  4063. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4064. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4065. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4066. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4067. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4068. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4069. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4070. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4071. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4072. this.setFromPoints( _points );
  4073. return this;
  4074. },
  4075. translate: function ( offset ) {
  4076. this.min.add( offset );
  4077. this.max.add( offset );
  4078. return this;
  4079. },
  4080. equals: function ( box ) {
  4081. return box.min.equals( this.min ) && box.max.equals( this.max );
  4082. }
  4083. } );
  4084. function satForAxes( axes, v0, v1, v2, extents ) {
  4085. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4086. _testAxis.fromArray( axes, i );
  4087. // project the aabb onto the seperating axis
  4088. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4089. // project all 3 vertices of the triangle onto the seperating axis
  4090. var p0 = v0.dot( _testAxis );
  4091. var p1 = v1.dot( _testAxis );
  4092. var p2 = v2.dot( _testAxis );
  4093. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4094. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4095. // points of the projected triangle are outside the projected half-length of the aabb
  4096. // the axis is seperating and we can exit
  4097. return false;
  4098. }
  4099. }
  4100. return true;
  4101. }
  4102. var _box$1 = new Box3();
  4103. /**
  4104. * @author bhouston / http://clara.io
  4105. * @author mrdoob / http://mrdoob.com/
  4106. */
  4107. function Sphere( center, radius ) {
  4108. this.center = ( center !== undefined ) ? center : new Vector3();
  4109. this.radius = ( radius !== undefined ) ? radius : - 1;
  4110. }
  4111. Object.assign( Sphere.prototype, {
  4112. set: function ( center, radius ) {
  4113. this.center.copy( center );
  4114. this.radius = radius;
  4115. return this;
  4116. },
  4117. setFromPoints: function ( points, optionalCenter ) {
  4118. var center = this.center;
  4119. if ( optionalCenter !== undefined ) {
  4120. center.copy( optionalCenter );
  4121. } else {
  4122. _box$1.setFromPoints( points ).getCenter( center );
  4123. }
  4124. var maxRadiusSq = 0;
  4125. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4126. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4127. }
  4128. this.radius = Math.sqrt( maxRadiusSq );
  4129. return this;
  4130. },
  4131. clone: function () {
  4132. return new this.constructor().copy( this );
  4133. },
  4134. copy: function ( sphere ) {
  4135. this.center.copy( sphere.center );
  4136. this.radius = sphere.radius;
  4137. return this;
  4138. },
  4139. isEmpty: function () {
  4140. return ( this.radius < 0 );
  4141. },
  4142. makeEmpty: function () {
  4143. this.center.set( 0, 0, 0 );
  4144. this.radius = - 1;
  4145. return this;
  4146. },
  4147. containsPoint: function ( point ) {
  4148. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4149. },
  4150. distanceToPoint: function ( point ) {
  4151. return ( point.distanceTo( this.center ) - this.radius );
  4152. },
  4153. intersectsSphere: function ( sphere ) {
  4154. var radiusSum = this.radius + sphere.radius;
  4155. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4156. },
  4157. intersectsBox: function ( box ) {
  4158. return box.intersectsSphere( this );
  4159. },
  4160. intersectsPlane: function ( plane ) {
  4161. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4162. },
  4163. clampPoint: function ( point, target ) {
  4164. var deltaLengthSq = this.center.distanceToSquared( point );
  4165. if ( target === undefined ) {
  4166. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4167. target = new Vector3();
  4168. }
  4169. target.copy( point );
  4170. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4171. target.sub( this.center ).normalize();
  4172. target.multiplyScalar( this.radius ).add( this.center );
  4173. }
  4174. return target;
  4175. },
  4176. getBoundingBox: function ( target ) {
  4177. if ( target === undefined ) {
  4178. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4179. target = new Box3();
  4180. }
  4181. if ( this.isEmpty() ) {
  4182. // Empty sphere produces empty bounding box
  4183. target.makeEmpty();
  4184. return target;
  4185. }
  4186. target.set( this.center, this.center );
  4187. target.expandByScalar( this.radius );
  4188. return target;
  4189. },
  4190. applyMatrix4: function ( matrix ) {
  4191. this.center.applyMatrix4( matrix );
  4192. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4193. return this;
  4194. },
  4195. translate: function ( offset ) {
  4196. this.center.add( offset );
  4197. return this;
  4198. },
  4199. equals: function ( sphere ) {
  4200. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4201. }
  4202. } );
  4203. var _vector$2 = new Vector3();
  4204. var _segCenter = new Vector3();
  4205. var _segDir = new Vector3();
  4206. var _diff = new Vector3();
  4207. var _edge1 = new Vector3();
  4208. var _edge2 = new Vector3();
  4209. var _normal = new Vector3();
  4210. /**
  4211. * @author bhouston / http://clara.io
  4212. */
  4213. function Ray( origin, direction ) {
  4214. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4215. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4216. }
  4217. Object.assign( Ray.prototype, {
  4218. set: function ( origin, direction ) {
  4219. this.origin.copy( origin );
  4220. this.direction.copy( direction );
  4221. return this;
  4222. },
  4223. clone: function () {
  4224. return new this.constructor().copy( this );
  4225. },
  4226. copy: function ( ray ) {
  4227. this.origin.copy( ray.origin );
  4228. this.direction.copy( ray.direction );
  4229. return this;
  4230. },
  4231. at: function ( t, target ) {
  4232. if ( target === undefined ) {
  4233. console.warn( 'THREE.Ray: .at() target is now required' );
  4234. target = new Vector3();
  4235. }
  4236. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4237. },
  4238. lookAt: function ( v ) {
  4239. this.direction.copy( v ).sub( this.origin ).normalize();
  4240. return this;
  4241. },
  4242. recast: function ( t ) {
  4243. this.origin.copy( this.at( t, _vector$2 ) );
  4244. return this;
  4245. },
  4246. closestPointToPoint: function ( point, target ) {
  4247. if ( target === undefined ) {
  4248. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4249. target = new Vector3();
  4250. }
  4251. target.subVectors( point, this.origin );
  4252. var directionDistance = target.dot( this.direction );
  4253. if ( directionDistance < 0 ) {
  4254. return target.copy( this.origin );
  4255. }
  4256. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4257. },
  4258. distanceToPoint: function ( point ) {
  4259. return Math.sqrt( this.distanceSqToPoint( point ) );
  4260. },
  4261. distanceSqToPoint: function ( point ) {
  4262. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4263. // point behind the ray
  4264. if ( directionDistance < 0 ) {
  4265. return this.origin.distanceToSquared( point );
  4266. }
  4267. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4268. return _vector$2.distanceToSquared( point );
  4269. },
  4270. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4271. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4272. // It returns the min distance between the ray and the segment
  4273. // defined by v0 and v1
  4274. // It can also set two optional targets :
  4275. // - The closest point on the ray
  4276. // - The closest point on the segment
  4277. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4278. _segDir.copy( v1 ).sub( v0 ).normalize();
  4279. _diff.copy( this.origin ).sub( _segCenter );
  4280. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4281. var a01 = - this.direction.dot( _segDir );
  4282. var b0 = _diff.dot( this.direction );
  4283. var b1 = - _diff.dot( _segDir );
  4284. var c = _diff.lengthSq();
  4285. var det = Math.abs( 1 - a01 * a01 );
  4286. var s0, s1, sqrDist, extDet;
  4287. if ( det > 0 ) {
  4288. // The ray and segment are not parallel.
  4289. s0 = a01 * b1 - b0;
  4290. s1 = a01 * b0 - b1;
  4291. extDet = segExtent * det;
  4292. if ( s0 >= 0 ) {
  4293. if ( s1 >= - extDet ) {
  4294. if ( s1 <= extDet ) {
  4295. // region 0
  4296. // Minimum at interior points of ray and segment.
  4297. var invDet = 1 / det;
  4298. s0 *= invDet;
  4299. s1 *= invDet;
  4300. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4301. } else {
  4302. // region 1
  4303. s1 = segExtent;
  4304. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4305. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4306. }
  4307. } else {
  4308. // region 5
  4309. s1 = - segExtent;
  4310. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4311. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4312. }
  4313. } else {
  4314. if ( s1 <= - extDet ) {
  4315. // region 4
  4316. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4317. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4318. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4319. } else if ( s1 <= extDet ) {
  4320. // region 3
  4321. s0 = 0;
  4322. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4323. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4324. } else {
  4325. // region 2
  4326. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4327. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4328. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4329. }
  4330. }
  4331. } else {
  4332. // Ray and segment are parallel.
  4333. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4334. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4335. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4336. }
  4337. if ( optionalPointOnRay ) {
  4338. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4339. }
  4340. if ( optionalPointOnSegment ) {
  4341. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4342. }
  4343. return sqrDist;
  4344. },
  4345. intersectSphere: function ( sphere, target ) {
  4346. _vector$2.subVectors( sphere.center, this.origin );
  4347. var tca = _vector$2.dot( this.direction );
  4348. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4349. var radius2 = sphere.radius * sphere.radius;
  4350. if ( d2 > radius2 ) { return null; }
  4351. var thc = Math.sqrt( radius2 - d2 );
  4352. // t0 = first intersect point - entrance on front of sphere
  4353. var t0 = tca - thc;
  4354. // t1 = second intersect point - exit point on back of sphere
  4355. var t1 = tca + thc;
  4356. // test to see if both t0 and t1 are behind the ray - if so, return null
  4357. if ( t0 < 0 && t1 < 0 ) { return null; }
  4358. // test to see if t0 is behind the ray:
  4359. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4360. // in order to always return an intersect point that is in front of the ray.
  4361. if ( t0 < 0 ) { return this.at( t1, target ); }
  4362. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4363. return this.at( t0, target );
  4364. },
  4365. intersectsSphere: function ( sphere ) {
  4366. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4367. },
  4368. distanceToPlane: function ( plane ) {
  4369. var denominator = plane.normal.dot( this.direction );
  4370. if ( denominator === 0 ) {
  4371. // line is coplanar, return origin
  4372. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4373. return 0;
  4374. }
  4375. // Null is preferable to undefined since undefined means.... it is undefined
  4376. return null;
  4377. }
  4378. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4379. // Return if the ray never intersects the plane
  4380. return t >= 0 ? t : null;
  4381. },
  4382. intersectPlane: function ( plane, target ) {
  4383. var t = this.distanceToPlane( plane );
  4384. if ( t === null ) {
  4385. return null;
  4386. }
  4387. return this.at( t, target );
  4388. },
  4389. intersectsPlane: function ( plane ) {
  4390. // check if the ray lies on the plane first
  4391. var distToPoint = plane.distanceToPoint( this.origin );
  4392. if ( distToPoint === 0 ) {
  4393. return true;
  4394. }
  4395. var denominator = plane.normal.dot( this.direction );
  4396. if ( denominator * distToPoint < 0 ) {
  4397. return true;
  4398. }
  4399. // ray origin is behind the plane (and is pointing behind it)
  4400. return false;
  4401. },
  4402. intersectBox: function ( box, target ) {
  4403. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4404. var invdirx = 1 / this.direction.x,
  4405. invdiry = 1 / this.direction.y,
  4406. invdirz = 1 / this.direction.z;
  4407. var origin = this.origin;
  4408. if ( invdirx >= 0 ) {
  4409. tmin = ( box.min.x - origin.x ) * invdirx;
  4410. tmax = ( box.max.x - origin.x ) * invdirx;
  4411. } else {
  4412. tmin = ( box.max.x - origin.x ) * invdirx;
  4413. tmax = ( box.min.x - origin.x ) * invdirx;
  4414. }
  4415. if ( invdiry >= 0 ) {
  4416. tymin = ( box.min.y - origin.y ) * invdiry;
  4417. tymax = ( box.max.y - origin.y ) * invdiry;
  4418. } else {
  4419. tymin = ( box.max.y - origin.y ) * invdiry;
  4420. tymax = ( box.min.y - origin.y ) * invdiry;
  4421. }
  4422. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4423. // These lines also handle the case where tmin or tmax is NaN
  4424. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4425. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4426. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4427. if ( invdirz >= 0 ) {
  4428. tzmin = ( box.min.z - origin.z ) * invdirz;
  4429. tzmax = ( box.max.z - origin.z ) * invdirz;
  4430. } else {
  4431. tzmin = ( box.max.z - origin.z ) * invdirz;
  4432. tzmax = ( box.min.z - origin.z ) * invdirz;
  4433. }
  4434. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4435. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4436. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4437. //return point closest to the ray (positive side)
  4438. if ( tmax < 0 ) { return null; }
  4439. return this.at( tmin >= 0 ? tmin : tmax, target );
  4440. },
  4441. intersectsBox: function ( box ) {
  4442. return this.intersectBox( box, _vector$2 ) !== null;
  4443. },
  4444. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4445. // Compute the offset origin, edges, and normal.
  4446. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4447. _edge1.subVectors( b, a );
  4448. _edge2.subVectors( c, a );
  4449. _normal.crossVectors( _edge1, _edge2 );
  4450. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4451. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4452. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4453. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4454. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4455. var DdN = this.direction.dot( _normal );
  4456. var sign;
  4457. if ( DdN > 0 ) {
  4458. if ( backfaceCulling ) { return null; }
  4459. sign = 1;
  4460. } else if ( DdN < 0 ) {
  4461. sign = - 1;
  4462. DdN = - DdN;
  4463. } else {
  4464. return null;
  4465. }
  4466. _diff.subVectors( this.origin, a );
  4467. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4468. // b1 < 0, no intersection
  4469. if ( DdQxE2 < 0 ) {
  4470. return null;
  4471. }
  4472. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4473. // b2 < 0, no intersection
  4474. if ( DdE1xQ < 0 ) {
  4475. return null;
  4476. }
  4477. // b1+b2 > 1, no intersection
  4478. if ( DdQxE2 + DdE1xQ > DdN ) {
  4479. return null;
  4480. }
  4481. // Line intersects triangle, check if ray does.
  4482. var QdN = - sign * _diff.dot( _normal );
  4483. // t < 0, no intersection
  4484. if ( QdN < 0 ) {
  4485. return null;
  4486. }
  4487. // Ray intersects triangle.
  4488. return this.at( QdN / DdN, target );
  4489. },
  4490. applyMatrix4: function ( matrix4 ) {
  4491. this.origin.applyMatrix4( matrix4 );
  4492. this.direction.transformDirection( matrix4 );
  4493. return this;
  4494. },
  4495. equals: function ( ray ) {
  4496. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4497. }
  4498. } );
  4499. /**
  4500. * @author bhouston / http://clara.io
  4501. */
  4502. var _vector1 = new Vector3();
  4503. var _vector2 = new Vector3();
  4504. var _normalMatrix = new Matrix3();
  4505. function Plane( normal, constant ) {
  4506. // normal is assumed to be normalized
  4507. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4508. this.constant = ( constant !== undefined ) ? constant : 0;
  4509. }
  4510. Object.assign( Plane.prototype, {
  4511. isPlane: true,
  4512. set: function ( normal, constant ) {
  4513. this.normal.copy( normal );
  4514. this.constant = constant;
  4515. return this;
  4516. },
  4517. setComponents: function ( x, y, z, w ) {
  4518. this.normal.set( x, y, z );
  4519. this.constant = w;
  4520. return this;
  4521. },
  4522. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4523. this.normal.copy( normal );
  4524. this.constant = - point.dot( this.normal );
  4525. return this;
  4526. },
  4527. setFromCoplanarPoints: function ( a, b, c ) {
  4528. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4529. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4530. this.setFromNormalAndCoplanarPoint( normal, a );
  4531. return this;
  4532. },
  4533. clone: function () {
  4534. return new this.constructor().copy( this );
  4535. },
  4536. copy: function ( plane ) {
  4537. this.normal.copy( plane.normal );
  4538. this.constant = plane.constant;
  4539. return this;
  4540. },
  4541. normalize: function () {
  4542. // Note: will lead to a divide by zero if the plane is invalid.
  4543. var inverseNormalLength = 1.0 / this.normal.length();
  4544. this.normal.multiplyScalar( inverseNormalLength );
  4545. this.constant *= inverseNormalLength;
  4546. return this;
  4547. },
  4548. negate: function () {
  4549. this.constant *= - 1;
  4550. this.normal.negate();
  4551. return this;
  4552. },
  4553. distanceToPoint: function ( point ) {
  4554. return this.normal.dot( point ) + this.constant;
  4555. },
  4556. distanceToSphere: function ( sphere ) {
  4557. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4558. },
  4559. projectPoint: function ( point, target ) {
  4560. if ( target === undefined ) {
  4561. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4562. target = new Vector3();
  4563. }
  4564. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4565. },
  4566. intersectLine: function ( line, target ) {
  4567. if ( target === undefined ) {
  4568. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4569. target = new Vector3();
  4570. }
  4571. var direction = line.delta( _vector1 );
  4572. var denominator = this.normal.dot( direction );
  4573. if ( denominator === 0 ) {
  4574. // line is coplanar, return origin
  4575. if ( this.distanceToPoint( line.start ) === 0 ) {
  4576. return target.copy( line.start );
  4577. }
  4578. // Unsure if this is the correct method to handle this case.
  4579. return undefined;
  4580. }
  4581. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4582. if ( t < 0 || t > 1 ) {
  4583. return undefined;
  4584. }
  4585. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4586. },
  4587. intersectsLine: function ( line ) {
  4588. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4589. var startSign = this.distanceToPoint( line.start );
  4590. var endSign = this.distanceToPoint( line.end );
  4591. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4592. },
  4593. intersectsBox: function ( box ) {
  4594. return box.intersectsPlane( this );
  4595. },
  4596. intersectsSphere: function ( sphere ) {
  4597. return sphere.intersectsPlane( this );
  4598. },
  4599. coplanarPoint: function ( target ) {
  4600. if ( target === undefined ) {
  4601. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4602. target = new Vector3();
  4603. }
  4604. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4605. },
  4606. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4607. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4608. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4609. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4610. this.constant = - referencePoint.dot( normal );
  4611. return this;
  4612. },
  4613. translate: function ( offset ) {
  4614. this.constant -= offset.dot( this.normal );
  4615. return this;
  4616. },
  4617. equals: function ( plane ) {
  4618. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4619. }
  4620. } );
  4621. /**
  4622. * @author bhouston / http://clara.io
  4623. * @author mrdoob / http://mrdoob.com/
  4624. */
  4625. var _v0$1 = new Vector3();
  4626. var _v1$3 = new Vector3();
  4627. var _v2$1 = new Vector3();
  4628. var _v3 = new Vector3();
  4629. var _vab = new Vector3();
  4630. var _vac = new Vector3();
  4631. var _vbc = new Vector3();
  4632. var _vap = new Vector3();
  4633. var _vbp = new Vector3();
  4634. var _vcp = new Vector3();
  4635. function Triangle( a, b, c ) {
  4636. this.a = ( a !== undefined ) ? a : new Vector3();
  4637. this.b = ( b !== undefined ) ? b : new Vector3();
  4638. this.c = ( c !== undefined ) ? c : new Vector3();
  4639. }
  4640. Object.assign( Triangle, {
  4641. getNormal: function ( a, b, c, target ) {
  4642. if ( target === undefined ) {
  4643. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4644. target = new Vector3();
  4645. }
  4646. target.subVectors( c, b );
  4647. _v0$1.subVectors( a, b );
  4648. target.cross( _v0$1 );
  4649. var targetLengthSq = target.lengthSq();
  4650. if ( targetLengthSq > 0 ) {
  4651. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4652. }
  4653. return target.set( 0, 0, 0 );
  4654. },
  4655. // static/instance method to calculate barycentric coordinates
  4656. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4657. getBarycoord: function ( point, a, b, c, target ) {
  4658. _v0$1.subVectors( c, a );
  4659. _v1$3.subVectors( b, a );
  4660. _v2$1.subVectors( point, a );
  4661. var dot00 = _v0$1.dot( _v0$1 );
  4662. var dot01 = _v0$1.dot( _v1$3 );
  4663. var dot02 = _v0$1.dot( _v2$1 );
  4664. var dot11 = _v1$3.dot( _v1$3 );
  4665. var dot12 = _v1$3.dot( _v2$1 );
  4666. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4667. if ( target === undefined ) {
  4668. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4669. target = new Vector3();
  4670. }
  4671. // collinear or singular triangle
  4672. if ( denom === 0 ) {
  4673. // arbitrary location outside of triangle?
  4674. // not sure if this is the best idea, maybe should be returning undefined
  4675. return target.set( - 2, - 1, - 1 );
  4676. }
  4677. var invDenom = 1 / denom;
  4678. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4679. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4680. // barycentric coordinates must always sum to 1
  4681. return target.set( 1 - u - v, v, u );
  4682. },
  4683. containsPoint: function ( point, a, b, c ) {
  4684. Triangle.getBarycoord( point, a, b, c, _v3 );
  4685. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4686. },
  4687. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4688. this.getBarycoord( point, p1, p2, p3, _v3 );
  4689. target.set( 0, 0 );
  4690. target.addScaledVector( uv1, _v3.x );
  4691. target.addScaledVector( uv2, _v3.y );
  4692. target.addScaledVector( uv3, _v3.z );
  4693. return target;
  4694. },
  4695. isFrontFacing: function ( a, b, c, direction ) {
  4696. _v0$1.subVectors( c, b );
  4697. _v1$3.subVectors( a, b );
  4698. // strictly front facing
  4699. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4700. }
  4701. } );
  4702. Object.assign( Triangle.prototype, {
  4703. set: function ( a, b, c ) {
  4704. this.a.copy( a );
  4705. this.b.copy( b );
  4706. this.c.copy( c );
  4707. return this;
  4708. },
  4709. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4710. this.a.copy( points[ i0 ] );
  4711. this.b.copy( points[ i1 ] );
  4712. this.c.copy( points[ i2 ] );
  4713. return this;
  4714. },
  4715. clone: function () {
  4716. return new this.constructor().copy( this );
  4717. },
  4718. copy: function ( triangle ) {
  4719. this.a.copy( triangle.a );
  4720. this.b.copy( triangle.b );
  4721. this.c.copy( triangle.c );
  4722. return this;
  4723. },
  4724. getArea: function () {
  4725. _v0$1.subVectors( this.c, this.b );
  4726. _v1$3.subVectors( this.a, this.b );
  4727. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4728. },
  4729. getMidpoint: function ( target ) {
  4730. if ( target === undefined ) {
  4731. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4732. target = new Vector3();
  4733. }
  4734. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4735. },
  4736. getNormal: function ( target ) {
  4737. return Triangle.getNormal( this.a, this.b, this.c, target );
  4738. },
  4739. getPlane: function ( target ) {
  4740. if ( target === undefined ) {
  4741. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4742. target = new Plane();
  4743. }
  4744. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4745. },
  4746. getBarycoord: function ( point, target ) {
  4747. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4748. },
  4749. getUV: function ( point, uv1, uv2, uv3, target ) {
  4750. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4751. },
  4752. containsPoint: function ( point ) {
  4753. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4754. },
  4755. isFrontFacing: function ( direction ) {
  4756. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4757. },
  4758. intersectsBox: function ( box ) {
  4759. return box.intersectsTriangle( this );
  4760. },
  4761. closestPointToPoint: function ( p, target ) {
  4762. if ( target === undefined ) {
  4763. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4764. target = new Vector3();
  4765. }
  4766. var a = this.a, b = this.b, c = this.c;
  4767. var v, w;
  4768. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4769. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4770. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4771. // basically, we're distinguishing which of the voronoi regions of the triangle
  4772. // the point lies in with the minimum amount of redundant computation.
  4773. _vab.subVectors( b, a );
  4774. _vac.subVectors( c, a );
  4775. _vap.subVectors( p, a );
  4776. var d1 = _vab.dot( _vap );
  4777. var d2 = _vac.dot( _vap );
  4778. if ( d1 <= 0 && d2 <= 0 ) {
  4779. // vertex region of A; barycentric coords (1, 0, 0)
  4780. return target.copy( a );
  4781. }
  4782. _vbp.subVectors( p, b );
  4783. var d3 = _vab.dot( _vbp );
  4784. var d4 = _vac.dot( _vbp );
  4785. if ( d3 >= 0 && d4 <= d3 ) {
  4786. // vertex region of B; barycentric coords (0, 1, 0)
  4787. return target.copy( b );
  4788. }
  4789. var vc = d1 * d4 - d3 * d2;
  4790. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4791. v = d1 / ( d1 - d3 );
  4792. // edge region of AB; barycentric coords (1-v, v, 0)
  4793. return target.copy( a ).addScaledVector( _vab, v );
  4794. }
  4795. _vcp.subVectors( p, c );
  4796. var d5 = _vab.dot( _vcp );
  4797. var d6 = _vac.dot( _vcp );
  4798. if ( d6 >= 0 && d5 <= d6 ) {
  4799. // vertex region of C; barycentric coords (0, 0, 1)
  4800. return target.copy( c );
  4801. }
  4802. var vb = d5 * d2 - d1 * d6;
  4803. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4804. w = d2 / ( d2 - d6 );
  4805. // edge region of AC; barycentric coords (1-w, 0, w)
  4806. return target.copy( a ).addScaledVector( _vac, w );
  4807. }
  4808. var va = d3 * d6 - d5 * d4;
  4809. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4810. _vbc.subVectors( c, b );
  4811. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4812. // edge region of BC; barycentric coords (0, 1-w, w)
  4813. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4814. }
  4815. // face region
  4816. var denom = 1 / ( va + vb + vc );
  4817. // u = va * denom
  4818. v = vb * denom;
  4819. w = vc * denom;
  4820. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4821. },
  4822. equals: function ( triangle ) {
  4823. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4824. }
  4825. } );
  4826. /**
  4827. * @author mrdoob / http://mrdoob.com/
  4828. */
  4829. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4830. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4831. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4832. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4833. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4834. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4835. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4836. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4837. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4838. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4839. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4840. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4841. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4842. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4843. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4844. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4845. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4846. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4847. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4848. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4849. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4850. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4851. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4852. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4853. var _hslA = { h: 0, s: 0, l: 0 };
  4854. var _hslB = { h: 0, s: 0, l: 0 };
  4855. function Color( r, g, b ) {
  4856. if ( g === undefined && b === undefined ) {
  4857. // r is THREE.Color, hex or string
  4858. return this.set( r );
  4859. }
  4860. return this.setRGB( r, g, b );
  4861. }
  4862. function hue2rgb( p, q, t ) {
  4863. if ( t < 0 ) { t += 1; }
  4864. if ( t > 1 ) { t -= 1; }
  4865. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4866. if ( t < 1 / 2 ) { return q; }
  4867. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4868. return p;
  4869. }
  4870. function SRGBToLinear( c ) {
  4871. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4872. }
  4873. function LinearToSRGB( c ) {
  4874. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4875. }
  4876. Object.assign( Color.prototype, {
  4877. isColor: true,
  4878. r: 1, g: 1, b: 1,
  4879. set: function ( value ) {
  4880. if ( value && value.isColor ) {
  4881. this.copy( value );
  4882. } else if ( typeof value === 'number' ) {
  4883. this.setHex( value );
  4884. } else if ( typeof value === 'string' ) {
  4885. this.setStyle( value );
  4886. }
  4887. return this;
  4888. },
  4889. setScalar: function ( scalar ) {
  4890. this.r = scalar;
  4891. this.g = scalar;
  4892. this.b = scalar;
  4893. return this;
  4894. },
  4895. setHex: function ( hex ) {
  4896. hex = Math.floor( hex );
  4897. this.r = ( hex >> 16 & 255 ) / 255;
  4898. this.g = ( hex >> 8 & 255 ) / 255;
  4899. this.b = ( hex & 255 ) / 255;
  4900. return this;
  4901. },
  4902. setRGB: function ( r, g, b ) {
  4903. this.r = r;
  4904. this.g = g;
  4905. this.b = b;
  4906. return this;
  4907. },
  4908. setHSL: function ( h, s, l ) {
  4909. // h,s,l ranges are in 0.0 - 1.0
  4910. h = MathUtils.euclideanModulo( h, 1 );
  4911. s = MathUtils.clamp( s, 0, 1 );
  4912. l = MathUtils.clamp( l, 0, 1 );
  4913. if ( s === 0 ) {
  4914. this.r = this.g = this.b = l;
  4915. } else {
  4916. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4917. var q = ( 2 * l ) - p;
  4918. this.r = hue2rgb( q, p, h + 1 / 3 );
  4919. this.g = hue2rgb( q, p, h );
  4920. this.b = hue2rgb( q, p, h - 1 / 3 );
  4921. }
  4922. return this;
  4923. },
  4924. setStyle: function ( style ) {
  4925. function handleAlpha( string ) {
  4926. if ( string === undefined ) { return; }
  4927. if ( parseFloat( string ) < 1 ) {
  4928. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4929. }
  4930. }
  4931. var m;
  4932. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4933. // rgb / hsl
  4934. var color;
  4935. var name = m[ 1 ];
  4936. var components = m[ 2 ];
  4937. switch ( name ) {
  4938. case 'rgb':
  4939. case 'rgba':
  4940. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4941. // rgb(255,0,0) rgba(255,0,0,0.5)
  4942. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4943. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4944. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4945. handleAlpha( color[ 5 ] );
  4946. return this;
  4947. }
  4948. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4949. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4950. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4951. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4952. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4953. handleAlpha( color[ 5 ] );
  4954. return this;
  4955. }
  4956. break;
  4957. case 'hsl':
  4958. case 'hsla':
  4959. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4960. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4961. var h = parseFloat( color[ 1 ] ) / 360;
  4962. var s = parseInt( color[ 2 ], 10 ) / 100;
  4963. var l = parseInt( color[ 3 ], 10 ) / 100;
  4964. handleAlpha( color[ 5 ] );
  4965. return this.setHSL( h, s, l );
  4966. }
  4967. break;
  4968. }
  4969. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4970. // hex color
  4971. var hex = m[ 1 ];
  4972. var size = hex.length;
  4973. if ( size === 3 ) {
  4974. // #ff0
  4975. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4976. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4977. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4978. return this;
  4979. } else if ( size === 6 ) {
  4980. // #ff0000
  4981. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4982. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4983. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4984. return this;
  4985. }
  4986. }
  4987. if ( style && style.length > 0 ) {
  4988. return this.setColorName( style );
  4989. }
  4990. return this;
  4991. },
  4992. setColorName: function ( style ) {
  4993. // color keywords
  4994. var hex = _colorKeywords[ style ];
  4995. if ( hex !== undefined ) {
  4996. // red
  4997. this.setHex( hex );
  4998. } else {
  4999. // unknown color
  5000. console.warn( 'THREE.Color: Unknown color ' + style );
  5001. }
  5002. return this;
  5003. },
  5004. clone: function () {
  5005. return new this.constructor( this.r, this.g, this.b );
  5006. },
  5007. copy: function ( color ) {
  5008. this.r = color.r;
  5009. this.g = color.g;
  5010. this.b = color.b;
  5011. return this;
  5012. },
  5013. copyGammaToLinear: function ( color, gammaFactor ) {
  5014. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5015. this.r = Math.pow( color.r, gammaFactor );
  5016. this.g = Math.pow( color.g, gammaFactor );
  5017. this.b = Math.pow( color.b, gammaFactor );
  5018. return this;
  5019. },
  5020. copyLinearToGamma: function ( color, gammaFactor ) {
  5021. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5022. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5023. this.r = Math.pow( color.r, safeInverse );
  5024. this.g = Math.pow( color.g, safeInverse );
  5025. this.b = Math.pow( color.b, safeInverse );
  5026. return this;
  5027. },
  5028. convertGammaToLinear: function ( gammaFactor ) {
  5029. this.copyGammaToLinear( this, gammaFactor );
  5030. return this;
  5031. },
  5032. convertLinearToGamma: function ( gammaFactor ) {
  5033. this.copyLinearToGamma( this, gammaFactor );
  5034. return this;
  5035. },
  5036. copySRGBToLinear: function ( color ) {
  5037. this.r = SRGBToLinear( color.r );
  5038. this.g = SRGBToLinear( color.g );
  5039. this.b = SRGBToLinear( color.b );
  5040. return this;
  5041. },
  5042. copyLinearToSRGB: function ( color ) {
  5043. this.r = LinearToSRGB( color.r );
  5044. this.g = LinearToSRGB( color.g );
  5045. this.b = LinearToSRGB( color.b );
  5046. return this;
  5047. },
  5048. convertSRGBToLinear: function () {
  5049. this.copySRGBToLinear( this );
  5050. return this;
  5051. },
  5052. convertLinearToSRGB: function () {
  5053. this.copyLinearToSRGB( this );
  5054. return this;
  5055. },
  5056. getHex: function () {
  5057. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5058. },
  5059. getHexString: function () {
  5060. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5061. },
  5062. getHSL: function ( target ) {
  5063. // h,s,l ranges are in 0.0 - 1.0
  5064. if ( target === undefined ) {
  5065. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5066. target = { h: 0, s: 0, l: 0 };
  5067. }
  5068. var r = this.r, g = this.g, b = this.b;
  5069. var max = Math.max( r, g, b );
  5070. var min = Math.min( r, g, b );
  5071. var hue, saturation;
  5072. var lightness = ( min + max ) / 2.0;
  5073. if ( min === max ) {
  5074. hue = 0;
  5075. saturation = 0;
  5076. } else {
  5077. var delta = max - min;
  5078. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5079. switch ( max ) {
  5080. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5081. case g: hue = ( b - r ) / delta + 2; break;
  5082. case b: hue = ( r - g ) / delta + 4; break;
  5083. }
  5084. hue /= 6;
  5085. }
  5086. target.h = hue;
  5087. target.s = saturation;
  5088. target.l = lightness;
  5089. return target;
  5090. },
  5091. getStyle: function () {
  5092. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5093. },
  5094. offsetHSL: function ( h, s, l ) {
  5095. this.getHSL( _hslA );
  5096. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5097. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5098. return this;
  5099. },
  5100. add: function ( color ) {
  5101. this.r += color.r;
  5102. this.g += color.g;
  5103. this.b += color.b;
  5104. return this;
  5105. },
  5106. addColors: function ( color1, color2 ) {
  5107. this.r = color1.r + color2.r;
  5108. this.g = color1.g + color2.g;
  5109. this.b = color1.b + color2.b;
  5110. return this;
  5111. },
  5112. addScalar: function ( s ) {
  5113. this.r += s;
  5114. this.g += s;
  5115. this.b += s;
  5116. return this;
  5117. },
  5118. sub: function ( color ) {
  5119. this.r = Math.max( 0, this.r - color.r );
  5120. this.g = Math.max( 0, this.g - color.g );
  5121. this.b = Math.max( 0, this.b - color.b );
  5122. return this;
  5123. },
  5124. multiply: function ( color ) {
  5125. this.r *= color.r;
  5126. this.g *= color.g;
  5127. this.b *= color.b;
  5128. return this;
  5129. },
  5130. multiplyScalar: function ( s ) {
  5131. this.r *= s;
  5132. this.g *= s;
  5133. this.b *= s;
  5134. return this;
  5135. },
  5136. lerp: function ( color, alpha ) {
  5137. this.r += ( color.r - this.r ) * alpha;
  5138. this.g += ( color.g - this.g ) * alpha;
  5139. this.b += ( color.b - this.b ) * alpha;
  5140. return this;
  5141. },
  5142. lerpHSL: function ( color, alpha ) {
  5143. this.getHSL( _hslA );
  5144. color.getHSL( _hslB );
  5145. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5146. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5147. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5148. this.setHSL( h, s, l );
  5149. return this;
  5150. },
  5151. equals: function ( c ) {
  5152. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5153. },
  5154. fromArray: function ( array, offset ) {
  5155. if ( offset === undefined ) { offset = 0; }
  5156. this.r = array[ offset ];
  5157. this.g = array[ offset + 1 ];
  5158. this.b = array[ offset + 2 ];
  5159. return this;
  5160. },
  5161. toArray: function ( array, offset ) {
  5162. if ( array === undefined ) { array = []; }
  5163. if ( offset === undefined ) { offset = 0; }
  5164. array[ offset ] = this.r;
  5165. array[ offset + 1 ] = this.g;
  5166. array[ offset + 2 ] = this.b;
  5167. return array;
  5168. },
  5169. fromBufferAttribute: function ( attribute, index ) {
  5170. this.r = attribute.getX( index );
  5171. this.g = attribute.getY( index );
  5172. this.b = attribute.getZ( index );
  5173. if ( attribute.normalized === true ) {
  5174. // assuming Uint8Array
  5175. this.r /= 255;
  5176. this.g /= 255;
  5177. this.b /= 255;
  5178. }
  5179. return this;
  5180. },
  5181. toJSON: function () {
  5182. return this.getHex();
  5183. }
  5184. } );
  5185. Color.NAMES = _colorKeywords;
  5186. /**
  5187. * @author mrdoob / http://mrdoob.com/
  5188. * @author alteredq / http://alteredqualia.com/
  5189. */
  5190. function Face3( a, b, c, normal, color, materialIndex ) {
  5191. this.a = a;
  5192. this.b = b;
  5193. this.c = c;
  5194. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5195. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5196. this.color = ( color && color.isColor ) ? color : new Color();
  5197. this.vertexColors = Array.isArray( color ) ? color : [];
  5198. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5199. }
  5200. Object.assign( Face3.prototype, {
  5201. clone: function () {
  5202. return new this.constructor().copy( this );
  5203. },
  5204. copy: function ( source ) {
  5205. this.a = source.a;
  5206. this.b = source.b;
  5207. this.c = source.c;
  5208. this.normal.copy( source.normal );
  5209. this.color.copy( source.color );
  5210. this.materialIndex = source.materialIndex;
  5211. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5212. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5213. }
  5214. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5215. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5216. }
  5217. return this;
  5218. }
  5219. } );
  5220. /**
  5221. * @author mrdoob / http://mrdoob.com/
  5222. * @author alteredq / http://alteredqualia.com/
  5223. */
  5224. var materialId = 0;
  5225. function Material() {
  5226. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5227. this.uuid = MathUtils.generateUUID();
  5228. this.name = '';
  5229. this.type = 'Material';
  5230. this.fog = true;
  5231. this.blending = NormalBlending;
  5232. this.side = FrontSide;
  5233. this.flatShading = false;
  5234. this.vertexColors = false;
  5235. this.opacity = 1;
  5236. this.transparent = false;
  5237. this.blendSrc = SrcAlphaFactor;
  5238. this.blendDst = OneMinusSrcAlphaFactor;
  5239. this.blendEquation = AddEquation;
  5240. this.blendSrcAlpha = null;
  5241. this.blendDstAlpha = null;
  5242. this.blendEquationAlpha = null;
  5243. this.depthFunc = LessEqualDepth;
  5244. this.depthTest = true;
  5245. this.depthWrite = true;
  5246. this.stencilWriteMask = 0xff;
  5247. this.stencilFunc = AlwaysStencilFunc;
  5248. this.stencilRef = 0;
  5249. this.stencilFuncMask = 0xff;
  5250. this.stencilFail = KeepStencilOp;
  5251. this.stencilZFail = KeepStencilOp;
  5252. this.stencilZPass = KeepStencilOp;
  5253. this.stencilWrite = false;
  5254. this.clippingPlanes = null;
  5255. this.clipIntersection = false;
  5256. this.clipShadows = false;
  5257. this.shadowSide = null;
  5258. this.colorWrite = true;
  5259. this.precision = null; // override the renderer's default precision for this material
  5260. this.polygonOffset = false;
  5261. this.polygonOffsetFactor = 0;
  5262. this.polygonOffsetUnits = 0;
  5263. this.dithering = false;
  5264. this.alphaTest = 0;
  5265. this.premultipliedAlpha = false;
  5266. this.visible = true;
  5267. this.toneMapped = true;
  5268. this.userData = {};
  5269. this.version = 0;
  5270. }
  5271. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5272. constructor: Material,
  5273. isMaterial: true,
  5274. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5275. setValues: function ( values ) {
  5276. if ( values === undefined ) { return; }
  5277. for ( var key in values ) {
  5278. var newValue = values[ key ];
  5279. if ( newValue === undefined ) {
  5280. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5281. continue;
  5282. }
  5283. // for backward compatability if shading is set in the constructor
  5284. if ( key === 'shading' ) {
  5285. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5286. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5287. continue;
  5288. }
  5289. var currentValue = this[ key ];
  5290. if ( currentValue === undefined ) {
  5291. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5292. continue;
  5293. }
  5294. if ( currentValue && currentValue.isColor ) {
  5295. currentValue.set( newValue );
  5296. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5297. currentValue.copy( newValue );
  5298. } else {
  5299. this[ key ] = newValue;
  5300. }
  5301. }
  5302. },
  5303. toJSON: function ( meta ) {
  5304. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5305. if ( isRoot ) {
  5306. meta = {
  5307. textures: {},
  5308. images: {}
  5309. };
  5310. }
  5311. var data = {
  5312. metadata: {
  5313. version: 4.5,
  5314. type: 'Material',
  5315. generator: 'Material.toJSON'
  5316. }
  5317. };
  5318. // standard Material serialization
  5319. data.uuid = this.uuid;
  5320. data.type = this.type;
  5321. if ( this.name !== '' ) { data.name = this.name; }
  5322. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5323. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5324. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5325. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5326. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5327. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5328. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5329. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5330. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5331. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5332. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5333. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5334. }
  5335. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5336. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5337. }
  5338. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5339. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5340. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5341. }
  5342. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5343. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5344. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5345. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5346. if ( this.aoMap && this.aoMap.isTexture ) {
  5347. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5348. data.aoMapIntensity = this.aoMapIntensity;
  5349. }
  5350. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5351. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5352. data.bumpScale = this.bumpScale;
  5353. }
  5354. if ( this.normalMap && this.normalMap.isTexture ) {
  5355. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5356. data.normalMapType = this.normalMapType;
  5357. data.normalScale = this.normalScale.toArray();
  5358. }
  5359. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5360. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5361. data.displacementScale = this.displacementScale;
  5362. data.displacementBias = this.displacementBias;
  5363. }
  5364. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5365. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5366. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5367. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5368. if ( this.envMap && this.envMap.isTexture ) {
  5369. data.envMap = this.envMap.toJSON( meta ).uuid;
  5370. data.reflectivity = this.reflectivity; // Scale behind envMap
  5371. data.refractionRatio = this.refractionRatio;
  5372. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5373. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5374. }
  5375. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5376. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5377. }
  5378. if ( this.size !== undefined ) { data.size = this.size; }
  5379. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5380. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5381. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5382. if ( this.side !== FrontSide ) { data.side = this.side; }
  5383. if ( this.vertexColors ) { data.vertexColors = true; }
  5384. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5385. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5386. data.depthFunc = this.depthFunc;
  5387. data.depthTest = this.depthTest;
  5388. data.depthWrite = this.depthWrite;
  5389. data.stencilWrite = this.stencilWrite;
  5390. data.stencilWriteMask = this.stencilWriteMask;
  5391. data.stencilFunc = this.stencilFunc;
  5392. data.stencilRef = this.stencilRef;
  5393. data.stencilFuncMask = this.stencilFuncMask;
  5394. data.stencilFail = this.stencilFail;
  5395. data.stencilZFail = this.stencilZFail;
  5396. data.stencilZPass = this.stencilZPass;
  5397. // rotation (SpriteMaterial)
  5398. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5399. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5400. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5401. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5402. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5403. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5404. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5405. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5406. if ( this.dithering === true ) { data.dithering = true; }
  5407. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5408. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5409. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5410. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5411. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5412. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5413. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5414. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5415. if ( this.skinning === true ) { data.skinning = true; }
  5416. if ( this.visible === false ) { data.visible = false; }
  5417. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5418. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5419. // TODO: Copied from Object3D.toJSON
  5420. function extractFromCache( cache ) {
  5421. var values = [];
  5422. for ( var key in cache ) {
  5423. var data = cache[ key ];
  5424. delete data.metadata;
  5425. values.push( data );
  5426. }
  5427. return values;
  5428. }
  5429. if ( isRoot ) {
  5430. var textures = extractFromCache( meta.textures );
  5431. var images = extractFromCache( meta.images );
  5432. if ( textures.length > 0 ) { data.textures = textures; }
  5433. if ( images.length > 0 ) { data.images = images; }
  5434. }
  5435. return data;
  5436. },
  5437. clone: function () {
  5438. return new this.constructor().copy( this );
  5439. },
  5440. copy: function ( source ) {
  5441. this.name = source.name;
  5442. this.fog = source.fog;
  5443. this.blending = source.blending;
  5444. this.side = source.side;
  5445. this.flatShading = source.flatShading;
  5446. this.vertexColors = source.vertexColors;
  5447. this.opacity = source.opacity;
  5448. this.transparent = source.transparent;
  5449. this.blendSrc = source.blendSrc;
  5450. this.blendDst = source.blendDst;
  5451. this.blendEquation = source.blendEquation;
  5452. this.blendSrcAlpha = source.blendSrcAlpha;
  5453. this.blendDstAlpha = source.blendDstAlpha;
  5454. this.blendEquationAlpha = source.blendEquationAlpha;
  5455. this.depthFunc = source.depthFunc;
  5456. this.depthTest = source.depthTest;
  5457. this.depthWrite = source.depthWrite;
  5458. this.stencilWriteMask = source.stencilWriteMask;
  5459. this.stencilFunc = source.stencilFunc;
  5460. this.stencilRef = source.stencilRef;
  5461. this.stencilFuncMask = source.stencilFuncMask;
  5462. this.stencilFail = source.stencilFail;
  5463. this.stencilZFail = source.stencilZFail;
  5464. this.stencilZPass = source.stencilZPass;
  5465. this.stencilWrite = source.stencilWrite;
  5466. var srcPlanes = source.clippingPlanes;
  5467. var dstPlanes = null;
  5468. if ( srcPlanes !== null ) {
  5469. var n = srcPlanes.length;
  5470. dstPlanes = new Array( n );
  5471. for ( var i = 0; i !== n; ++ i ) {
  5472. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5473. }
  5474. }
  5475. this.clippingPlanes = dstPlanes;
  5476. this.clipIntersection = source.clipIntersection;
  5477. this.clipShadows = source.clipShadows;
  5478. this.shadowSide = source.shadowSide;
  5479. this.colorWrite = source.colorWrite;
  5480. this.precision = source.precision;
  5481. this.polygonOffset = source.polygonOffset;
  5482. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5483. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5484. this.dithering = source.dithering;
  5485. this.alphaTest = source.alphaTest;
  5486. this.premultipliedAlpha = source.premultipliedAlpha;
  5487. this.visible = source.visible;
  5488. this.toneMapped = source.toneMapped;
  5489. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5490. return this;
  5491. },
  5492. dispose: function () {
  5493. this.dispatchEvent( { type: 'dispose' } );
  5494. }
  5495. } );
  5496. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5497. set: function ( value ) {
  5498. if ( value === true ) { this.version ++; }
  5499. }
  5500. } );
  5501. /**
  5502. * @author mrdoob / http://mrdoob.com/
  5503. * @author alteredq / http://alteredqualia.com/
  5504. *
  5505. * parameters = {
  5506. * color: <hex>,
  5507. * opacity: <float>,
  5508. * map: new THREE.Texture( <Image> ),
  5509. *
  5510. * lightMap: new THREE.Texture( <Image> ),
  5511. * lightMapIntensity: <float>
  5512. *
  5513. * aoMap: new THREE.Texture( <Image> ),
  5514. * aoMapIntensity: <float>
  5515. *
  5516. * specularMap: new THREE.Texture( <Image> ),
  5517. *
  5518. * alphaMap: new THREE.Texture( <Image> ),
  5519. *
  5520. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5521. * combine: THREE.Multiply,
  5522. * reflectivity: <float>,
  5523. * refractionRatio: <float>,
  5524. *
  5525. * depthTest: <bool>,
  5526. * depthWrite: <bool>,
  5527. *
  5528. * wireframe: <boolean>,
  5529. * wireframeLinewidth: <float>,
  5530. *
  5531. * skinning: <bool>,
  5532. * morphTargets: <bool>
  5533. * }
  5534. */
  5535. function MeshBasicMaterial( parameters ) {
  5536. Material.call( this );
  5537. this.type = 'MeshBasicMaterial';
  5538. this.color = new Color( 0xffffff ); // emissive
  5539. this.map = null;
  5540. this.lightMap = null;
  5541. this.lightMapIntensity = 1.0;
  5542. this.aoMap = null;
  5543. this.aoMapIntensity = 1.0;
  5544. this.specularMap = null;
  5545. this.alphaMap = null;
  5546. this.envMap = null;
  5547. this.combine = MultiplyOperation;
  5548. this.reflectivity = 1;
  5549. this.refractionRatio = 0.98;
  5550. this.wireframe = false;
  5551. this.wireframeLinewidth = 1;
  5552. this.wireframeLinecap = 'round';
  5553. this.wireframeLinejoin = 'round';
  5554. this.skinning = false;
  5555. this.morphTargets = false;
  5556. this.setValues( parameters );
  5557. }
  5558. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5559. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5560. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5561. MeshBasicMaterial.prototype.copy = function ( source ) {
  5562. Material.prototype.copy.call( this, source );
  5563. this.color.copy( source.color );
  5564. this.map = source.map;
  5565. this.lightMap = source.lightMap;
  5566. this.lightMapIntensity = source.lightMapIntensity;
  5567. this.aoMap = source.aoMap;
  5568. this.aoMapIntensity = source.aoMapIntensity;
  5569. this.specularMap = source.specularMap;
  5570. this.alphaMap = source.alphaMap;
  5571. this.envMap = source.envMap;
  5572. this.combine = source.combine;
  5573. this.reflectivity = source.reflectivity;
  5574. this.refractionRatio = source.refractionRatio;
  5575. this.wireframe = source.wireframe;
  5576. this.wireframeLinewidth = source.wireframeLinewidth;
  5577. this.wireframeLinecap = source.wireframeLinecap;
  5578. this.wireframeLinejoin = source.wireframeLinejoin;
  5579. this.skinning = source.skinning;
  5580. this.morphTargets = source.morphTargets;
  5581. return this;
  5582. };
  5583. /**
  5584. * @author mrdoob / http://mrdoob.com/
  5585. */
  5586. var _vector$3 = new Vector3();
  5587. function BufferAttribute( array, itemSize, normalized ) {
  5588. if ( Array.isArray( array ) ) {
  5589. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5590. }
  5591. this.name = '';
  5592. this.array = array;
  5593. this.itemSize = itemSize;
  5594. this.count = array !== undefined ? array.length / itemSize : 0;
  5595. this.normalized = normalized === true;
  5596. this.usage = StaticDrawUsage;
  5597. this.updateRange = { offset: 0, count: - 1 };
  5598. this.version = 0;
  5599. }
  5600. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5601. set: function ( value ) {
  5602. if ( value === true ) { this.version ++; }
  5603. }
  5604. } );
  5605. Object.assign( BufferAttribute.prototype, {
  5606. isBufferAttribute: true,
  5607. onUploadCallback: function () {},
  5608. setUsage: function ( value ) {
  5609. this.usage = value;
  5610. return this;
  5611. },
  5612. copy: function ( source ) {
  5613. this.name = source.name;
  5614. this.array = new source.array.constructor( source.array );
  5615. this.itemSize = source.itemSize;
  5616. this.count = source.count;
  5617. this.normalized = source.normalized;
  5618. this.usage = source.usage;
  5619. return this;
  5620. },
  5621. copyAt: function ( index1, attribute, index2 ) {
  5622. index1 *= this.itemSize;
  5623. index2 *= attribute.itemSize;
  5624. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5625. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5626. }
  5627. return this;
  5628. },
  5629. copyArray: function ( array ) {
  5630. this.array.set( array );
  5631. return this;
  5632. },
  5633. copyColorsArray: function ( colors ) {
  5634. var array = this.array;
  5635. var offset = 0;
  5636. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5637. var color = colors[ i ];
  5638. if ( color === undefined ) {
  5639. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5640. color = new Color();
  5641. }
  5642. array[ offset ++ ] = color.r;
  5643. array[ offset ++ ] = color.g;
  5644. array[ offset ++ ] = color.b;
  5645. }
  5646. return this;
  5647. },
  5648. copyVector2sArray: function ( vectors ) {
  5649. var array = this.array;
  5650. var offset = 0;
  5651. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5652. var vector = vectors[ i ];
  5653. if ( vector === undefined ) {
  5654. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5655. vector = new Vector2();
  5656. }
  5657. array[ offset ++ ] = vector.x;
  5658. array[ offset ++ ] = vector.y;
  5659. }
  5660. return this;
  5661. },
  5662. copyVector3sArray: function ( vectors ) {
  5663. var array = this.array;
  5664. var offset = 0;
  5665. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5666. var vector = vectors[ i ];
  5667. if ( vector === undefined ) {
  5668. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5669. vector = new Vector3();
  5670. }
  5671. array[ offset ++ ] = vector.x;
  5672. array[ offset ++ ] = vector.y;
  5673. array[ offset ++ ] = vector.z;
  5674. }
  5675. return this;
  5676. },
  5677. copyVector4sArray: function ( vectors ) {
  5678. var array = this.array;
  5679. var offset = 0;
  5680. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5681. var vector = vectors[ i ];
  5682. if ( vector === undefined ) {
  5683. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5684. vector = new Vector4();
  5685. }
  5686. array[ offset ++ ] = vector.x;
  5687. array[ offset ++ ] = vector.y;
  5688. array[ offset ++ ] = vector.z;
  5689. array[ offset ++ ] = vector.w;
  5690. }
  5691. return this;
  5692. },
  5693. applyMatrix3: function ( m ) {
  5694. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5695. _vector$3.x = this.getX( i );
  5696. _vector$3.y = this.getY( i );
  5697. _vector$3.z = this.getZ( i );
  5698. _vector$3.applyMatrix3( m );
  5699. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5700. }
  5701. return this;
  5702. },
  5703. applyMatrix4: function ( m ) {
  5704. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5705. _vector$3.x = this.getX( i );
  5706. _vector$3.y = this.getY( i );
  5707. _vector$3.z = this.getZ( i );
  5708. _vector$3.applyMatrix4( m );
  5709. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5710. }
  5711. return this;
  5712. },
  5713. applyNormalMatrix: function ( m ) {
  5714. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5715. _vector$3.x = this.getX( i );
  5716. _vector$3.y = this.getY( i );
  5717. _vector$3.z = this.getZ( i );
  5718. _vector$3.applyNormalMatrix( m );
  5719. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5720. }
  5721. return this;
  5722. },
  5723. transformDirection: function ( m ) {
  5724. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5725. _vector$3.x = this.getX( i );
  5726. _vector$3.y = this.getY( i );
  5727. _vector$3.z = this.getZ( i );
  5728. _vector$3.transformDirection( m );
  5729. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5730. }
  5731. return this;
  5732. },
  5733. set: function ( value, offset ) {
  5734. if ( offset === undefined ) { offset = 0; }
  5735. this.array.set( value, offset );
  5736. return this;
  5737. },
  5738. getX: function ( index ) {
  5739. return this.array[ index * this.itemSize ];
  5740. },
  5741. setX: function ( index, x ) {
  5742. this.array[ index * this.itemSize ] = x;
  5743. return this;
  5744. },
  5745. getY: function ( index ) {
  5746. return this.array[ index * this.itemSize + 1 ];
  5747. },
  5748. setY: function ( index, y ) {
  5749. this.array[ index * this.itemSize + 1 ] = y;
  5750. return this;
  5751. },
  5752. getZ: function ( index ) {
  5753. return this.array[ index * this.itemSize + 2 ];
  5754. },
  5755. setZ: function ( index, z ) {
  5756. this.array[ index * this.itemSize + 2 ] = z;
  5757. return this;
  5758. },
  5759. getW: function ( index ) {
  5760. return this.array[ index * this.itemSize + 3 ];
  5761. },
  5762. setW: function ( index, w ) {
  5763. this.array[ index * this.itemSize + 3 ] = w;
  5764. return this;
  5765. },
  5766. setXY: function ( index, x, y ) {
  5767. index *= this.itemSize;
  5768. this.array[ index + 0 ] = x;
  5769. this.array[ index + 1 ] = y;
  5770. return this;
  5771. },
  5772. setXYZ: function ( index, x, y, z ) {
  5773. index *= this.itemSize;
  5774. this.array[ index + 0 ] = x;
  5775. this.array[ index + 1 ] = y;
  5776. this.array[ index + 2 ] = z;
  5777. return this;
  5778. },
  5779. setXYZW: function ( index, x, y, z, w ) {
  5780. index *= this.itemSize;
  5781. this.array[ index + 0 ] = x;
  5782. this.array[ index + 1 ] = y;
  5783. this.array[ index + 2 ] = z;
  5784. this.array[ index + 3 ] = w;
  5785. return this;
  5786. },
  5787. onUpload: function ( callback ) {
  5788. this.onUploadCallback = callback;
  5789. return this;
  5790. },
  5791. clone: function () {
  5792. return new this.constructor( this.array, this.itemSize ).copy( this );
  5793. },
  5794. toJSON: function () {
  5795. return {
  5796. itemSize: this.itemSize,
  5797. type: this.array.constructor.name,
  5798. array: Array.prototype.slice.call( this.array ),
  5799. normalized: this.normalized
  5800. };
  5801. }
  5802. } );
  5803. //
  5804. function Int8BufferAttribute( array, itemSize, normalized ) {
  5805. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5806. }
  5807. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5808. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5809. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5810. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5811. }
  5812. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5813. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5814. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5815. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5816. }
  5817. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5818. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5819. function Int16BufferAttribute( array, itemSize, normalized ) {
  5820. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5821. }
  5822. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5823. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5824. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5825. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5826. }
  5827. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5828. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5829. function Int32BufferAttribute( array, itemSize, normalized ) {
  5830. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5831. }
  5832. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5833. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5834. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5835. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5836. }
  5837. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5838. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5839. function Float32BufferAttribute( array, itemSize, normalized ) {
  5840. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5841. }
  5842. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5843. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5844. function Float64BufferAttribute( array, itemSize, normalized ) {
  5845. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5846. }
  5847. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5848. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5849. /**
  5850. * @author mrdoob / http://mrdoob.com/
  5851. */
  5852. function DirectGeometry() {
  5853. this.vertices = [];
  5854. this.normals = [];
  5855. this.colors = [];
  5856. this.uvs = [];
  5857. this.uvs2 = [];
  5858. this.groups = [];
  5859. this.morphTargets = {};
  5860. this.skinWeights = [];
  5861. this.skinIndices = [];
  5862. // this.lineDistances = [];
  5863. this.boundingBox = null;
  5864. this.boundingSphere = null;
  5865. // update flags
  5866. this.verticesNeedUpdate = false;
  5867. this.normalsNeedUpdate = false;
  5868. this.colorsNeedUpdate = false;
  5869. this.uvsNeedUpdate = false;
  5870. this.groupsNeedUpdate = false;
  5871. }
  5872. Object.assign( DirectGeometry.prototype, {
  5873. computeGroups: function ( geometry ) {
  5874. var groups = [];
  5875. var group, i;
  5876. var materialIndex = undefined;
  5877. var faces = geometry.faces;
  5878. for ( i = 0; i < faces.length; i ++ ) {
  5879. var face = faces[ i ];
  5880. // materials
  5881. if ( face.materialIndex !== materialIndex ) {
  5882. materialIndex = face.materialIndex;
  5883. if ( group !== undefined ) {
  5884. group.count = ( i * 3 ) - group.start;
  5885. groups.push( group );
  5886. }
  5887. group = {
  5888. start: i * 3,
  5889. materialIndex: materialIndex
  5890. };
  5891. }
  5892. }
  5893. if ( group !== undefined ) {
  5894. group.count = ( i * 3 ) - group.start;
  5895. groups.push( group );
  5896. }
  5897. this.groups = groups;
  5898. },
  5899. fromGeometry: function ( geometry ) {
  5900. var faces = geometry.faces;
  5901. var vertices = geometry.vertices;
  5902. var faceVertexUvs = geometry.faceVertexUvs;
  5903. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5904. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5905. // morphs
  5906. var morphTargets = geometry.morphTargets;
  5907. var morphTargetsLength = morphTargets.length;
  5908. var morphTargetsPosition;
  5909. if ( morphTargetsLength > 0 ) {
  5910. morphTargetsPosition = [];
  5911. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5912. morphTargetsPosition[ i ] = {
  5913. name: morphTargets[ i ].name,
  5914. data: []
  5915. };
  5916. }
  5917. this.morphTargets.position = morphTargetsPosition;
  5918. }
  5919. var morphNormals = geometry.morphNormals;
  5920. var morphNormalsLength = morphNormals.length;
  5921. var morphTargetsNormal;
  5922. if ( morphNormalsLength > 0 ) {
  5923. morphTargetsNormal = [];
  5924. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5925. morphTargetsNormal[ i$1 ] = {
  5926. name: morphNormals[ i$1 ].name,
  5927. data: []
  5928. };
  5929. }
  5930. this.morphTargets.normal = morphTargetsNormal;
  5931. }
  5932. // skins
  5933. var skinIndices = geometry.skinIndices;
  5934. var skinWeights = geometry.skinWeights;
  5935. var hasSkinIndices = skinIndices.length === vertices.length;
  5936. var hasSkinWeights = skinWeights.length === vertices.length;
  5937. //
  5938. if ( vertices.length > 0 && faces.length === 0 ) {
  5939. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5940. }
  5941. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5942. var face = faces[ i$2 ];
  5943. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5944. var vertexNormals = face.vertexNormals;
  5945. if ( vertexNormals.length === 3 ) {
  5946. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5947. } else {
  5948. var normal = face.normal;
  5949. this.normals.push( normal, normal, normal );
  5950. }
  5951. var vertexColors = face.vertexColors;
  5952. if ( vertexColors.length === 3 ) {
  5953. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5954. } else {
  5955. var color = face.color;
  5956. this.colors.push( color, color, color );
  5957. }
  5958. if ( hasFaceVertexUv === true ) {
  5959. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5960. if ( vertexUvs !== undefined ) {
  5961. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5962. } else {
  5963. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5964. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5965. }
  5966. }
  5967. if ( hasFaceVertexUv2 === true ) {
  5968. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  5969. if ( vertexUvs$1 !== undefined ) {
  5970. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  5971. } else {
  5972. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  5973. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5974. }
  5975. }
  5976. // morphs
  5977. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5978. var morphTarget = morphTargets[ j ].vertices;
  5979. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5980. }
  5981. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  5982. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  5983. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5984. }
  5985. // skins
  5986. if ( hasSkinIndices ) {
  5987. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5988. }
  5989. if ( hasSkinWeights ) {
  5990. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5991. }
  5992. }
  5993. this.computeGroups( geometry );
  5994. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5995. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5996. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5997. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5998. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5999. if ( geometry.boundingSphere !== null ) {
  6000. this.boundingSphere = geometry.boundingSphere.clone();
  6001. }
  6002. if ( geometry.boundingBox !== null ) {
  6003. this.boundingBox = geometry.boundingBox.clone();
  6004. }
  6005. return this;
  6006. }
  6007. } );
  6008. /**
  6009. * @author mrdoob / http://mrdoob.com/
  6010. */
  6011. function arrayMax( array ) {
  6012. if ( array.length === 0 ) { return - Infinity; }
  6013. var max = array[ 0 ];
  6014. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6015. if ( array[ i ] > max ) { max = array[ i ]; }
  6016. }
  6017. return max;
  6018. }
  6019. /**
  6020. * @author alteredq / http://alteredqualia.com/
  6021. * @author mrdoob / http://mrdoob.com/
  6022. */
  6023. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6024. var _m1$2 = new Matrix4();
  6025. var _obj = new Object3D();
  6026. var _offset = new Vector3();
  6027. var _box$2 = new Box3();
  6028. var _boxMorphTargets = new Box3();
  6029. var _vector$4 = new Vector3();
  6030. function BufferGeometry() {
  6031. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6032. this.uuid = MathUtils.generateUUID();
  6033. this.name = '';
  6034. this.type = 'BufferGeometry';
  6035. this.index = null;
  6036. this.attributes = {};
  6037. this.morphAttributes = {};
  6038. this.morphTargetsRelative = false;
  6039. this.groups = [];
  6040. this.boundingBox = null;
  6041. this.boundingSphere = null;
  6042. this.drawRange = { start: 0, count: Infinity };
  6043. this.userData = {};
  6044. }
  6045. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6046. constructor: BufferGeometry,
  6047. isBufferGeometry: true,
  6048. getIndex: function () {
  6049. return this.index;
  6050. },
  6051. setIndex: function ( index ) {
  6052. if ( Array.isArray( index ) ) {
  6053. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6054. } else {
  6055. this.index = index;
  6056. }
  6057. },
  6058. getAttribute: function ( name ) {
  6059. return this.attributes[ name ];
  6060. },
  6061. setAttribute: function ( name, attribute ) {
  6062. this.attributes[ name ] = attribute;
  6063. return this;
  6064. },
  6065. deleteAttribute: function ( name ) {
  6066. delete this.attributes[ name ];
  6067. return this;
  6068. },
  6069. addGroup: function ( start, count, materialIndex ) {
  6070. this.groups.push( {
  6071. start: start,
  6072. count: count,
  6073. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6074. } );
  6075. },
  6076. clearGroups: function () {
  6077. this.groups = [];
  6078. },
  6079. setDrawRange: function ( start, count ) {
  6080. this.drawRange.start = start;
  6081. this.drawRange.count = count;
  6082. },
  6083. applyMatrix4: function ( matrix ) {
  6084. var position = this.attributes.position;
  6085. if ( position !== undefined ) {
  6086. position.applyMatrix4( matrix );
  6087. position.needsUpdate = true;
  6088. }
  6089. var normal = this.attributes.normal;
  6090. if ( normal !== undefined ) {
  6091. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6092. normal.applyNormalMatrix( normalMatrix );
  6093. normal.needsUpdate = true;
  6094. }
  6095. var tangent = this.attributes.tangent;
  6096. if ( tangent !== undefined ) {
  6097. tangent.transformDirection( matrix );
  6098. tangent.needsUpdate = true;
  6099. }
  6100. if ( this.boundingBox !== null ) {
  6101. this.computeBoundingBox();
  6102. }
  6103. if ( this.boundingSphere !== null ) {
  6104. this.computeBoundingSphere();
  6105. }
  6106. return this;
  6107. },
  6108. rotateX: function ( angle ) {
  6109. // rotate geometry around world x-axis
  6110. _m1$2.makeRotationX( angle );
  6111. this.applyMatrix4( _m1$2 );
  6112. return this;
  6113. },
  6114. rotateY: function ( angle ) {
  6115. // rotate geometry around world y-axis
  6116. _m1$2.makeRotationY( angle );
  6117. this.applyMatrix4( _m1$2 );
  6118. return this;
  6119. },
  6120. rotateZ: function ( angle ) {
  6121. // rotate geometry around world z-axis
  6122. _m1$2.makeRotationZ( angle );
  6123. this.applyMatrix4( _m1$2 );
  6124. return this;
  6125. },
  6126. translate: function ( x, y, z ) {
  6127. // translate geometry
  6128. _m1$2.makeTranslation( x, y, z );
  6129. this.applyMatrix4( _m1$2 );
  6130. return this;
  6131. },
  6132. scale: function ( x, y, z ) {
  6133. // scale geometry
  6134. _m1$2.makeScale( x, y, z );
  6135. this.applyMatrix4( _m1$2 );
  6136. return this;
  6137. },
  6138. lookAt: function ( vector ) {
  6139. _obj.lookAt( vector );
  6140. _obj.updateMatrix();
  6141. this.applyMatrix4( _obj.matrix );
  6142. return this;
  6143. },
  6144. center: function () {
  6145. this.computeBoundingBox();
  6146. this.boundingBox.getCenter( _offset ).negate();
  6147. this.translate( _offset.x, _offset.y, _offset.z );
  6148. return this;
  6149. },
  6150. setFromObject: function ( object ) {
  6151. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6152. var geometry = object.geometry;
  6153. if ( object.isPoints || object.isLine ) {
  6154. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6155. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6156. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6157. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6158. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6159. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6160. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6161. }
  6162. if ( geometry.boundingSphere !== null ) {
  6163. this.boundingSphere = geometry.boundingSphere.clone();
  6164. }
  6165. if ( geometry.boundingBox !== null ) {
  6166. this.boundingBox = geometry.boundingBox.clone();
  6167. }
  6168. } else if ( object.isMesh ) {
  6169. if ( geometry && geometry.isGeometry ) {
  6170. this.fromGeometry( geometry );
  6171. }
  6172. }
  6173. return this;
  6174. },
  6175. setFromPoints: function ( points ) {
  6176. var position = [];
  6177. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6178. var point = points[ i ];
  6179. position.push( point.x, point.y, point.z || 0 );
  6180. }
  6181. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6182. return this;
  6183. },
  6184. updateFromObject: function ( object ) {
  6185. var geometry = object.geometry;
  6186. if ( object.isMesh ) {
  6187. var direct = geometry.__directGeometry;
  6188. if ( geometry.elementsNeedUpdate === true ) {
  6189. direct = undefined;
  6190. geometry.elementsNeedUpdate = false;
  6191. }
  6192. if ( direct === undefined ) {
  6193. return this.fromGeometry( geometry );
  6194. }
  6195. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6196. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6197. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6198. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6199. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6200. geometry.verticesNeedUpdate = false;
  6201. geometry.normalsNeedUpdate = false;
  6202. geometry.colorsNeedUpdate = false;
  6203. geometry.uvsNeedUpdate = false;
  6204. geometry.groupsNeedUpdate = false;
  6205. geometry = direct;
  6206. }
  6207. if ( geometry.verticesNeedUpdate === true ) {
  6208. var attribute = this.attributes.position;
  6209. if ( attribute !== undefined ) {
  6210. attribute.copyVector3sArray( geometry.vertices );
  6211. attribute.needsUpdate = true;
  6212. }
  6213. geometry.verticesNeedUpdate = false;
  6214. }
  6215. if ( geometry.normalsNeedUpdate === true ) {
  6216. var attribute$1 = this.attributes.normal;
  6217. if ( attribute$1 !== undefined ) {
  6218. attribute$1.copyVector3sArray( geometry.normals );
  6219. attribute$1.needsUpdate = true;
  6220. }
  6221. geometry.normalsNeedUpdate = false;
  6222. }
  6223. if ( geometry.colorsNeedUpdate === true ) {
  6224. var attribute$2 = this.attributes.color;
  6225. if ( attribute$2 !== undefined ) {
  6226. attribute$2.copyColorsArray( geometry.colors );
  6227. attribute$2.needsUpdate = true;
  6228. }
  6229. geometry.colorsNeedUpdate = false;
  6230. }
  6231. if ( geometry.uvsNeedUpdate ) {
  6232. var attribute$3 = this.attributes.uv;
  6233. if ( attribute$3 !== undefined ) {
  6234. attribute$3.copyVector2sArray( geometry.uvs );
  6235. attribute$3.needsUpdate = true;
  6236. }
  6237. geometry.uvsNeedUpdate = false;
  6238. }
  6239. if ( geometry.lineDistancesNeedUpdate ) {
  6240. var attribute$4 = this.attributes.lineDistance;
  6241. if ( attribute$4 !== undefined ) {
  6242. attribute$4.copyArray( geometry.lineDistances );
  6243. attribute$4.needsUpdate = true;
  6244. }
  6245. geometry.lineDistancesNeedUpdate = false;
  6246. }
  6247. if ( geometry.groupsNeedUpdate ) {
  6248. geometry.computeGroups( object.geometry );
  6249. this.groups = geometry.groups;
  6250. geometry.groupsNeedUpdate = false;
  6251. }
  6252. return this;
  6253. },
  6254. fromGeometry: function ( geometry ) {
  6255. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6256. return this.fromDirectGeometry( geometry.__directGeometry );
  6257. },
  6258. fromDirectGeometry: function ( geometry ) {
  6259. var positions = new Float32Array( geometry.vertices.length * 3 );
  6260. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6261. if ( geometry.normals.length > 0 ) {
  6262. var normals = new Float32Array( geometry.normals.length * 3 );
  6263. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6264. }
  6265. if ( geometry.colors.length > 0 ) {
  6266. var colors = new Float32Array( geometry.colors.length * 3 );
  6267. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6268. }
  6269. if ( geometry.uvs.length > 0 ) {
  6270. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6271. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6272. }
  6273. if ( geometry.uvs2.length > 0 ) {
  6274. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6275. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6276. }
  6277. // groups
  6278. this.groups = geometry.groups;
  6279. // morphs
  6280. for ( var name in geometry.morphTargets ) {
  6281. var array = [];
  6282. var morphTargets = geometry.morphTargets[ name ];
  6283. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6284. var morphTarget = morphTargets[ i ];
  6285. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6286. attribute.name = morphTarget.name;
  6287. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6288. }
  6289. this.morphAttributes[ name ] = array;
  6290. }
  6291. // skinning
  6292. if ( geometry.skinIndices.length > 0 ) {
  6293. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6294. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6295. }
  6296. if ( geometry.skinWeights.length > 0 ) {
  6297. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6298. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6299. }
  6300. //
  6301. if ( geometry.boundingSphere !== null ) {
  6302. this.boundingSphere = geometry.boundingSphere.clone();
  6303. }
  6304. if ( geometry.boundingBox !== null ) {
  6305. this.boundingBox = geometry.boundingBox.clone();
  6306. }
  6307. return this;
  6308. },
  6309. computeBoundingBox: function () {
  6310. if ( this.boundingBox === null ) {
  6311. this.boundingBox = new Box3();
  6312. }
  6313. var position = this.attributes.position;
  6314. var morphAttributesPosition = this.morphAttributes.position;
  6315. if ( position !== undefined ) {
  6316. this.boundingBox.setFromBufferAttribute( position );
  6317. // process morph attributes if present
  6318. if ( morphAttributesPosition ) {
  6319. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6320. var morphAttribute = morphAttributesPosition[ i ];
  6321. _box$2.setFromBufferAttribute( morphAttribute );
  6322. if ( this.morphTargetsRelative ) {
  6323. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6324. this.boundingBox.expandByPoint( _vector$4 );
  6325. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6326. this.boundingBox.expandByPoint( _vector$4 );
  6327. } else {
  6328. this.boundingBox.expandByPoint( _box$2.min );
  6329. this.boundingBox.expandByPoint( _box$2.max );
  6330. }
  6331. }
  6332. }
  6333. } else {
  6334. this.boundingBox.makeEmpty();
  6335. }
  6336. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6337. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6338. }
  6339. },
  6340. computeBoundingSphere: function () {
  6341. if ( this.boundingSphere === null ) {
  6342. this.boundingSphere = new Sphere();
  6343. }
  6344. var position = this.attributes.position;
  6345. var morphAttributesPosition = this.morphAttributes.position;
  6346. if ( position ) {
  6347. // first, find the center of the bounding sphere
  6348. var center = this.boundingSphere.center;
  6349. _box$2.setFromBufferAttribute( position );
  6350. // process morph attributes if present
  6351. if ( morphAttributesPosition ) {
  6352. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6353. var morphAttribute = morphAttributesPosition[ i ];
  6354. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6355. if ( this.morphTargetsRelative ) {
  6356. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6357. _box$2.expandByPoint( _vector$4 );
  6358. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6359. _box$2.expandByPoint( _vector$4 );
  6360. } else {
  6361. _box$2.expandByPoint( _boxMorphTargets.min );
  6362. _box$2.expandByPoint( _boxMorphTargets.max );
  6363. }
  6364. }
  6365. }
  6366. _box$2.getCenter( center );
  6367. // second, try to find a boundingSphere with a radius smaller than the
  6368. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6369. var maxRadiusSq = 0;
  6370. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6371. _vector$4.fromBufferAttribute( position, i$1 );
  6372. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6373. }
  6374. // process morph attributes if present
  6375. if ( morphAttributesPosition ) {
  6376. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6377. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6378. var morphTargetsRelative = this.morphTargetsRelative;
  6379. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6380. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6381. if ( morphTargetsRelative ) {
  6382. _offset.fromBufferAttribute( position, j );
  6383. _vector$4.add( _offset );
  6384. }
  6385. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6386. }
  6387. }
  6388. }
  6389. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6390. if ( isNaN( this.boundingSphere.radius ) ) {
  6391. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6392. }
  6393. }
  6394. },
  6395. computeFaceNormals: function () {
  6396. // backwards compatibility
  6397. },
  6398. computeVertexNormals: function () {
  6399. var index = this.index;
  6400. var positionAttribute = this.getAttribute( 'position' );
  6401. if ( positionAttribute !== undefined ) {
  6402. var normalAttribute = this.getAttribute( 'normal' );
  6403. if ( normalAttribute === undefined ) {
  6404. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6405. this.setAttribute( 'normal', normalAttribute );
  6406. } else {
  6407. // reset existing normals to zero
  6408. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6409. normalAttribute.setXYZ( i, 0, 0, 0 );
  6410. }
  6411. }
  6412. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6413. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6414. var cb = new Vector3(), ab = new Vector3();
  6415. // indexed elements
  6416. if ( index ) {
  6417. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6418. var vA = index.getX( i$1 + 0 );
  6419. var vB = index.getX( i$1 + 1 );
  6420. var vC = index.getX( i$1 + 2 );
  6421. pA.fromBufferAttribute( positionAttribute, vA );
  6422. pB.fromBufferAttribute( positionAttribute, vB );
  6423. pC.fromBufferAttribute( positionAttribute, vC );
  6424. cb.subVectors( pC, pB );
  6425. ab.subVectors( pA, pB );
  6426. cb.cross( ab );
  6427. nA.fromBufferAttribute( normalAttribute, vA );
  6428. nB.fromBufferAttribute( normalAttribute, vB );
  6429. nC.fromBufferAttribute( normalAttribute, vC );
  6430. nA.add( cb );
  6431. nB.add( cb );
  6432. nC.add( cb );
  6433. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6434. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6435. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6436. }
  6437. } else {
  6438. // non-indexed elements (unconnected triangle soup)
  6439. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6440. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6441. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6442. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6443. cb.subVectors( pC, pB );
  6444. ab.subVectors( pA, pB );
  6445. cb.cross( ab );
  6446. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6447. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6448. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6449. }
  6450. }
  6451. this.normalizeNormals();
  6452. normalAttribute.needsUpdate = true;
  6453. }
  6454. },
  6455. merge: function ( geometry, offset ) {
  6456. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6457. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6458. return;
  6459. }
  6460. if ( offset === undefined ) {
  6461. offset = 0;
  6462. console.warn(
  6463. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6464. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6465. );
  6466. }
  6467. var attributes = this.attributes;
  6468. for ( var key in attributes ) {
  6469. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6470. var attribute1 = attributes[ key ];
  6471. var attributeArray1 = attribute1.array;
  6472. var attribute2 = geometry.attributes[ key ];
  6473. var attributeArray2 = attribute2.array;
  6474. var attributeOffset = attribute2.itemSize * offset;
  6475. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6476. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6477. attributeArray1[ j ] = attributeArray2[ i ];
  6478. }
  6479. }
  6480. return this;
  6481. },
  6482. normalizeNormals: function () {
  6483. var normals = this.attributes.normal;
  6484. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6485. _vector$4.fromBufferAttribute( normals, i );
  6486. _vector$4.normalize();
  6487. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6488. }
  6489. },
  6490. toNonIndexed: function () {
  6491. function convertBufferAttribute( attribute, indices ) {
  6492. var array = attribute.array;
  6493. var itemSize = attribute.itemSize;
  6494. var normalized = attribute.normalized;
  6495. var array2 = new array.constructor( indices.length * itemSize );
  6496. var index = 0, index2 = 0;
  6497. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6498. index = indices[ i ] * itemSize;
  6499. for ( var j = 0; j < itemSize; j ++ ) {
  6500. array2[ index2 ++ ] = array[ index ++ ];
  6501. }
  6502. }
  6503. return new BufferAttribute( array2, itemSize, normalized );
  6504. }
  6505. //
  6506. if ( this.index === null ) {
  6507. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6508. return this;
  6509. }
  6510. var geometry2 = new BufferGeometry();
  6511. var indices = this.index.array;
  6512. var attributes = this.attributes;
  6513. // attributes
  6514. for ( var name in attributes ) {
  6515. var attribute = attributes[ name ];
  6516. var newAttribute = convertBufferAttribute( attribute, indices );
  6517. geometry2.setAttribute( name, newAttribute );
  6518. }
  6519. // morph attributes
  6520. var morphAttributes = this.morphAttributes;
  6521. for ( var name$1 in morphAttributes ) {
  6522. var morphArray = [];
  6523. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6524. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6525. var attribute$1 = morphAttribute[ i ];
  6526. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6527. morphArray.push( newAttribute$1 );
  6528. }
  6529. geometry2.morphAttributes[ name$1 ] = morphArray;
  6530. }
  6531. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6532. // groups
  6533. var groups = this.groups;
  6534. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6535. var group = groups[ i$1 ];
  6536. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6537. }
  6538. return geometry2;
  6539. },
  6540. toJSON: function () {
  6541. var data = {
  6542. metadata: {
  6543. version: 4.5,
  6544. type: 'BufferGeometry',
  6545. generator: 'BufferGeometry.toJSON'
  6546. }
  6547. };
  6548. // standard BufferGeometry serialization
  6549. data.uuid = this.uuid;
  6550. data.type = this.type;
  6551. if ( this.name !== '' ) { data.name = this.name; }
  6552. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6553. if ( this.parameters !== undefined ) {
  6554. var parameters = this.parameters;
  6555. for ( var key in parameters ) {
  6556. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6557. }
  6558. return data;
  6559. }
  6560. data.data = { attributes: {} };
  6561. var index = this.index;
  6562. if ( index !== null ) {
  6563. data.data.index = {
  6564. type: index.array.constructor.name,
  6565. array: Array.prototype.slice.call( index.array )
  6566. };
  6567. }
  6568. var attributes = this.attributes;
  6569. for ( var key$1 in attributes ) {
  6570. var attribute = attributes[ key$1 ];
  6571. var attributeData = attribute.toJSON( data.data );
  6572. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6573. data.data.attributes[ key$1 ] = attributeData;
  6574. }
  6575. var morphAttributes = {};
  6576. var hasMorphAttributes = false;
  6577. for ( var key$2 in this.morphAttributes ) {
  6578. var attributeArray = this.morphAttributes[ key$2 ];
  6579. var array = [];
  6580. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6581. var attribute$1 = attributeArray[ i ];
  6582. var attributeData$1 = attribute$1.toJSON( data.data );
  6583. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6584. array.push( attributeData$1 );
  6585. }
  6586. if ( array.length > 0 ) {
  6587. morphAttributes[ key$2 ] = array;
  6588. hasMorphAttributes = true;
  6589. }
  6590. }
  6591. if ( hasMorphAttributes ) {
  6592. data.data.morphAttributes = morphAttributes;
  6593. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6594. }
  6595. var groups = this.groups;
  6596. if ( groups.length > 0 ) {
  6597. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6598. }
  6599. var boundingSphere = this.boundingSphere;
  6600. if ( boundingSphere !== null ) {
  6601. data.data.boundingSphere = {
  6602. center: boundingSphere.center.toArray(),
  6603. radius: boundingSphere.radius
  6604. };
  6605. }
  6606. return data;
  6607. },
  6608. clone: function () {
  6609. /*
  6610. // Handle primitives
  6611. const parameters = this.parameters;
  6612. if ( parameters !== undefined ) {
  6613. const values = [];
  6614. for ( const key in parameters ) {
  6615. values.push( parameters[ key ] );
  6616. }
  6617. const geometry = Object.create( this.constructor.prototype );
  6618. this.constructor.apply( geometry, values );
  6619. return geometry;
  6620. }
  6621. return new this.constructor().copy( this );
  6622. */
  6623. return new BufferGeometry().copy( this );
  6624. },
  6625. copy: function ( source ) {
  6626. // reset
  6627. this.index = null;
  6628. this.attributes = {};
  6629. this.morphAttributes = {};
  6630. this.groups = [];
  6631. this.boundingBox = null;
  6632. this.boundingSphere = null;
  6633. // used for storing cloned, shared data
  6634. var data = {};
  6635. // name
  6636. this.name = source.name;
  6637. // index
  6638. var index = source.index;
  6639. if ( index !== null ) {
  6640. this.setIndex( index.clone( data ) );
  6641. }
  6642. // attributes
  6643. var attributes = source.attributes;
  6644. for ( var name in attributes ) {
  6645. var attribute = attributes[ name ];
  6646. this.setAttribute( name, attribute.clone( data ) );
  6647. }
  6648. // morph attributes
  6649. var morphAttributes = source.morphAttributes;
  6650. for ( var name$1 in morphAttributes ) {
  6651. var array = [];
  6652. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6653. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6654. array.push( morphAttribute[ i ].clone( data ) );
  6655. }
  6656. this.morphAttributes[ name$1 ] = array;
  6657. }
  6658. this.morphTargetsRelative = source.morphTargetsRelative;
  6659. // groups
  6660. var groups = source.groups;
  6661. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6662. var group = groups[ i$1 ];
  6663. this.addGroup( group.start, group.count, group.materialIndex );
  6664. }
  6665. // bounding box
  6666. var boundingBox = source.boundingBox;
  6667. if ( boundingBox !== null ) {
  6668. this.boundingBox = boundingBox.clone();
  6669. }
  6670. // bounding sphere
  6671. var boundingSphere = source.boundingSphere;
  6672. if ( boundingSphere !== null ) {
  6673. this.boundingSphere = boundingSphere.clone();
  6674. }
  6675. // draw range
  6676. this.drawRange.start = source.drawRange.start;
  6677. this.drawRange.count = source.drawRange.count;
  6678. // user data
  6679. this.userData = source.userData;
  6680. return this;
  6681. },
  6682. dispose: function () {
  6683. this.dispatchEvent( { type: 'dispose' } );
  6684. }
  6685. } );
  6686. /**
  6687. * @author mrdoob / http://mrdoob.com/
  6688. * @author alteredq / http://alteredqualia.com/
  6689. * @author mikael emtinger / http://gomo.se/
  6690. * @author jonobr1 / http://jonobr1.com/
  6691. */
  6692. var _inverseMatrix = new Matrix4();
  6693. var _ray = new Ray();
  6694. var _sphere = new Sphere();
  6695. var _vA = new Vector3();
  6696. var _vB = new Vector3();
  6697. var _vC = new Vector3();
  6698. var _tempA = new Vector3();
  6699. var _tempB = new Vector3();
  6700. var _tempC = new Vector3();
  6701. var _morphA = new Vector3();
  6702. var _morphB = new Vector3();
  6703. var _morphC = new Vector3();
  6704. var _uvA = new Vector2();
  6705. var _uvB = new Vector2();
  6706. var _uvC = new Vector2();
  6707. var _intersectionPoint = new Vector3();
  6708. var _intersectionPointWorld = new Vector3();
  6709. function Mesh( geometry, material ) {
  6710. Object3D.call( this );
  6711. this.type = 'Mesh';
  6712. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6713. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6714. this.updateMorphTargets();
  6715. }
  6716. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6717. constructor: Mesh,
  6718. isMesh: true,
  6719. copy: function ( source ) {
  6720. Object3D.prototype.copy.call( this, source );
  6721. if ( source.morphTargetInfluences !== undefined ) {
  6722. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6723. }
  6724. if ( source.morphTargetDictionary !== undefined ) {
  6725. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6726. }
  6727. this.material = source.material;
  6728. this.geometry = source.geometry;
  6729. return this;
  6730. },
  6731. updateMorphTargets: function () {
  6732. var geometry = this.geometry;
  6733. if ( geometry.isBufferGeometry ) {
  6734. var morphAttributes = geometry.morphAttributes;
  6735. var keys = Object.keys( morphAttributes );
  6736. if ( keys.length > 0 ) {
  6737. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6738. if ( morphAttribute !== undefined ) {
  6739. this.morphTargetInfluences = [];
  6740. this.morphTargetDictionary = {};
  6741. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6742. var name = morphAttribute[ m ].name || String( m );
  6743. this.morphTargetInfluences.push( 0 );
  6744. this.morphTargetDictionary[ name ] = m;
  6745. }
  6746. }
  6747. }
  6748. } else {
  6749. var morphTargets = geometry.morphTargets;
  6750. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6751. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6752. }
  6753. }
  6754. },
  6755. raycast: function ( raycaster, intersects ) {
  6756. var geometry = this.geometry;
  6757. var material = this.material;
  6758. var matrixWorld = this.matrixWorld;
  6759. if ( material === undefined ) { return; }
  6760. // Checking boundingSphere distance to ray
  6761. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6762. _sphere.copy( geometry.boundingSphere );
  6763. _sphere.applyMatrix4( matrixWorld );
  6764. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6765. //
  6766. _inverseMatrix.getInverse( matrixWorld );
  6767. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6768. // Check boundingBox before continuing
  6769. if ( geometry.boundingBox !== null ) {
  6770. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6771. }
  6772. var intersection;
  6773. if ( geometry.isBufferGeometry ) {
  6774. var index = geometry.index;
  6775. var position = geometry.attributes.position;
  6776. var morphPosition = geometry.morphAttributes.position;
  6777. var morphTargetsRelative = geometry.morphTargetsRelative;
  6778. var uv = geometry.attributes.uv;
  6779. var uv2 = geometry.attributes.uv2;
  6780. var groups = geometry.groups;
  6781. var drawRange = geometry.drawRange;
  6782. if ( index !== null ) {
  6783. // indexed buffer geometry
  6784. if ( Array.isArray( material ) ) {
  6785. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6786. var group = groups[ i ];
  6787. var groupMaterial = material[ group.materialIndex ];
  6788. var start = Math.max( group.start, drawRange.start );
  6789. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6790. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6791. var a = index.getX( j );
  6792. var b = index.getX( j + 1 );
  6793. var c = index.getX( j + 2 );
  6794. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6795. if ( intersection ) {
  6796. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6797. intersection.face.materialIndex = group.materialIndex;
  6798. intersects.push( intersection );
  6799. }
  6800. }
  6801. }
  6802. } else {
  6803. var start$1 = Math.max( 0, drawRange.start );
  6804. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6805. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6806. var a$1 = index.getX( i$1 );
  6807. var b$1 = index.getX( i$1 + 1 );
  6808. var c$1 = index.getX( i$1 + 2 );
  6809. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6810. if ( intersection ) {
  6811. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6812. intersects.push( intersection );
  6813. }
  6814. }
  6815. }
  6816. } else if ( position !== undefined ) {
  6817. // non-indexed buffer geometry
  6818. if ( Array.isArray( material ) ) {
  6819. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6820. var group$1 = groups[ i$2 ];
  6821. var groupMaterial$1 = material[ group$1.materialIndex ];
  6822. var start$2 = Math.max( group$1.start, drawRange.start );
  6823. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6824. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6825. var a$2 = j$1;
  6826. var b$2 = j$1 + 1;
  6827. var c$2 = j$1 + 2;
  6828. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6829. if ( intersection ) {
  6830. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6831. intersection.face.materialIndex = group$1.materialIndex;
  6832. intersects.push( intersection );
  6833. }
  6834. }
  6835. }
  6836. } else {
  6837. var start$3 = Math.max( 0, drawRange.start );
  6838. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6839. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6840. var a$3 = i$3;
  6841. var b$3 = i$3 + 1;
  6842. var c$3 = i$3 + 2;
  6843. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6844. if ( intersection ) {
  6845. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6846. intersects.push( intersection );
  6847. }
  6848. }
  6849. }
  6850. }
  6851. } else if ( geometry.isGeometry ) {
  6852. var isMultiMaterial = Array.isArray( material );
  6853. var vertices = geometry.vertices;
  6854. var faces = geometry.faces;
  6855. var uvs;
  6856. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6857. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6858. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6859. var face = faces[ f ];
  6860. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6861. if ( faceMaterial === undefined ) { continue; }
  6862. var fvA = vertices[ face.a ];
  6863. var fvB = vertices[ face.b ];
  6864. var fvC = vertices[ face.c ];
  6865. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6866. if ( intersection ) {
  6867. if ( uvs && uvs[ f ] ) {
  6868. var uvs_f = uvs[ f ];
  6869. _uvA.copy( uvs_f[ 0 ] );
  6870. _uvB.copy( uvs_f[ 1 ] );
  6871. _uvC.copy( uvs_f[ 2 ] );
  6872. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6873. }
  6874. intersection.face = face;
  6875. intersection.faceIndex = f;
  6876. intersects.push( intersection );
  6877. }
  6878. }
  6879. }
  6880. }
  6881. } );
  6882. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6883. var intersect;
  6884. if ( material.side === BackSide ) {
  6885. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6886. } else {
  6887. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6888. }
  6889. if ( intersect === null ) { return null; }
  6890. _intersectionPointWorld.copy( point );
  6891. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6892. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6893. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6894. return {
  6895. distance: distance,
  6896. point: _intersectionPointWorld.clone(),
  6897. object: object
  6898. };
  6899. }
  6900. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6901. _vA.fromBufferAttribute( position, a );
  6902. _vB.fromBufferAttribute( position, b );
  6903. _vC.fromBufferAttribute( position, c );
  6904. var morphInfluences = object.morphTargetInfluences;
  6905. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6906. _morphA.set( 0, 0, 0 );
  6907. _morphB.set( 0, 0, 0 );
  6908. _morphC.set( 0, 0, 0 );
  6909. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6910. var influence = morphInfluences[ i ];
  6911. var morphAttribute = morphPosition[ i ];
  6912. if ( influence === 0 ) { continue; }
  6913. _tempA.fromBufferAttribute( morphAttribute, a );
  6914. _tempB.fromBufferAttribute( morphAttribute, b );
  6915. _tempC.fromBufferAttribute( morphAttribute, c );
  6916. if ( morphTargetsRelative ) {
  6917. _morphA.addScaledVector( _tempA, influence );
  6918. _morphB.addScaledVector( _tempB, influence );
  6919. _morphC.addScaledVector( _tempC, influence );
  6920. } else {
  6921. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6922. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6923. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6924. }
  6925. }
  6926. _vA.add( _morphA );
  6927. _vB.add( _morphB );
  6928. _vC.add( _morphC );
  6929. }
  6930. if ( object.isSkinnedMesh ) {
  6931. object.boneTransform( a, _vA );
  6932. object.boneTransform( b, _vB );
  6933. object.boneTransform( c, _vC );
  6934. }
  6935. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6936. if ( intersection ) {
  6937. if ( uv ) {
  6938. _uvA.fromBufferAttribute( uv, a );
  6939. _uvB.fromBufferAttribute( uv, b );
  6940. _uvC.fromBufferAttribute( uv, c );
  6941. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6942. }
  6943. if ( uv2 ) {
  6944. _uvA.fromBufferAttribute( uv2, a );
  6945. _uvB.fromBufferAttribute( uv2, b );
  6946. _uvC.fromBufferAttribute( uv2, c );
  6947. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6948. }
  6949. var face = new Face3( a, b, c );
  6950. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6951. intersection.face = face;
  6952. }
  6953. return intersection;
  6954. }
  6955. /**
  6956. * @author mrdoob / http://mrdoob.com/
  6957. * @author kile / http://kile.stravaganza.org/
  6958. * @author alteredq / http://alteredqualia.com/
  6959. * @author mikael emtinger / http://gomo.se/
  6960. * @author zz85 / http://www.lab4games.net/zz85/blog
  6961. * @author bhouston / http://clara.io
  6962. */
  6963. var _geometryId = 0; // Geometry uses even numbers as Id
  6964. var _m1$3 = new Matrix4();
  6965. var _obj$1 = new Object3D();
  6966. var _offset$1 = new Vector3();
  6967. function Geometry() {
  6968. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6969. this.uuid = MathUtils.generateUUID();
  6970. this.name = '';
  6971. this.type = 'Geometry';
  6972. this.vertices = [];
  6973. this.colors = [];
  6974. this.faces = [];
  6975. this.faceVertexUvs = [[]];
  6976. this.morphTargets = [];
  6977. this.morphNormals = [];
  6978. this.skinWeights = [];
  6979. this.skinIndices = [];
  6980. this.lineDistances = [];
  6981. this.boundingBox = null;
  6982. this.boundingSphere = null;
  6983. // update flags
  6984. this.elementsNeedUpdate = false;
  6985. this.verticesNeedUpdate = false;
  6986. this.uvsNeedUpdate = false;
  6987. this.normalsNeedUpdate = false;
  6988. this.colorsNeedUpdate = false;
  6989. this.lineDistancesNeedUpdate = false;
  6990. this.groupsNeedUpdate = false;
  6991. }
  6992. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6993. constructor: Geometry,
  6994. isGeometry: true,
  6995. applyMatrix4: function ( matrix ) {
  6996. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6997. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6998. var vertex = this.vertices[ i ];
  6999. vertex.applyMatrix4( matrix );
  7000. }
  7001. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7002. var face = this.faces[ i$1 ];
  7003. face.normal.applyMatrix3( normalMatrix ).normalize();
  7004. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7005. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7006. }
  7007. }
  7008. if ( this.boundingBox !== null ) {
  7009. this.computeBoundingBox();
  7010. }
  7011. if ( this.boundingSphere !== null ) {
  7012. this.computeBoundingSphere();
  7013. }
  7014. this.verticesNeedUpdate = true;
  7015. this.normalsNeedUpdate = true;
  7016. return this;
  7017. },
  7018. rotateX: function ( angle ) {
  7019. // rotate geometry around world x-axis
  7020. _m1$3.makeRotationX( angle );
  7021. this.applyMatrix4( _m1$3 );
  7022. return this;
  7023. },
  7024. rotateY: function ( angle ) {
  7025. // rotate geometry around world y-axis
  7026. _m1$3.makeRotationY( angle );
  7027. this.applyMatrix4( _m1$3 );
  7028. return this;
  7029. },
  7030. rotateZ: function ( angle ) {
  7031. // rotate geometry around world z-axis
  7032. _m1$3.makeRotationZ( angle );
  7033. this.applyMatrix4( _m1$3 );
  7034. return this;
  7035. },
  7036. translate: function ( x, y, z ) {
  7037. // translate geometry
  7038. _m1$3.makeTranslation( x, y, z );
  7039. this.applyMatrix4( _m1$3 );
  7040. return this;
  7041. },
  7042. scale: function ( x, y, z ) {
  7043. // scale geometry
  7044. _m1$3.makeScale( x, y, z );
  7045. this.applyMatrix4( _m1$3 );
  7046. return this;
  7047. },
  7048. lookAt: function ( vector ) {
  7049. _obj$1.lookAt( vector );
  7050. _obj$1.updateMatrix();
  7051. this.applyMatrix4( _obj$1.matrix );
  7052. return this;
  7053. },
  7054. fromBufferGeometry: function ( geometry ) {
  7055. var scope = this;
  7056. var index = geometry.index !== null ? geometry.index : undefined;
  7057. var attributes = geometry.attributes;
  7058. if ( attributes.position === undefined ) {
  7059. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7060. return this;
  7061. }
  7062. var position = attributes.position;
  7063. var normal = attributes.normal;
  7064. var color = attributes.color;
  7065. var uv = attributes.uv;
  7066. var uv2 = attributes.uv2;
  7067. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7068. for ( var i = 0; i < position.count; i ++ ) {
  7069. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7070. if ( color !== undefined ) {
  7071. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7072. }
  7073. }
  7074. function addFace( a, b, c, materialIndex ) {
  7075. var vertexColors = ( color === undefined ) ? [] : [
  7076. scope.colors[ a ].clone(),
  7077. scope.colors[ b ].clone(),
  7078. scope.colors[ c ].clone()
  7079. ];
  7080. var vertexNormals = ( normal === undefined ) ? [] : [
  7081. new Vector3().fromBufferAttribute( normal, a ),
  7082. new Vector3().fromBufferAttribute( normal, b ),
  7083. new Vector3().fromBufferAttribute( normal, c )
  7084. ];
  7085. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7086. scope.faces.push( face );
  7087. if ( uv !== undefined ) {
  7088. scope.faceVertexUvs[ 0 ].push( [
  7089. new Vector2().fromBufferAttribute( uv, a ),
  7090. new Vector2().fromBufferAttribute( uv, b ),
  7091. new Vector2().fromBufferAttribute( uv, c )
  7092. ] );
  7093. }
  7094. if ( uv2 !== undefined ) {
  7095. scope.faceVertexUvs[ 1 ].push( [
  7096. new Vector2().fromBufferAttribute( uv2, a ),
  7097. new Vector2().fromBufferAttribute( uv2, b ),
  7098. new Vector2().fromBufferAttribute( uv2, c )
  7099. ] );
  7100. }
  7101. }
  7102. var groups = geometry.groups;
  7103. if ( groups.length > 0 ) {
  7104. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7105. var group = groups[ i$1 ];
  7106. var start = group.start;
  7107. var count = group.count;
  7108. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7109. if ( index !== undefined ) {
  7110. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7111. } else {
  7112. addFace( j, j + 1, j + 2, group.materialIndex );
  7113. }
  7114. }
  7115. }
  7116. } else {
  7117. if ( index !== undefined ) {
  7118. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7119. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7120. }
  7121. } else {
  7122. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7123. addFace( i$3, i$3 + 1, i$3 + 2 );
  7124. }
  7125. }
  7126. }
  7127. this.computeFaceNormals();
  7128. if ( geometry.boundingBox !== null ) {
  7129. this.boundingBox = geometry.boundingBox.clone();
  7130. }
  7131. if ( geometry.boundingSphere !== null ) {
  7132. this.boundingSphere = geometry.boundingSphere.clone();
  7133. }
  7134. return this;
  7135. },
  7136. center: function () {
  7137. this.computeBoundingBox();
  7138. this.boundingBox.getCenter( _offset$1 ).negate();
  7139. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7140. return this;
  7141. },
  7142. normalize: function () {
  7143. this.computeBoundingSphere();
  7144. var center = this.boundingSphere.center;
  7145. var radius = this.boundingSphere.radius;
  7146. var s = radius === 0 ? 1 : 1.0 / radius;
  7147. var matrix = new Matrix4();
  7148. matrix.set(
  7149. s, 0, 0, - s * center.x,
  7150. 0, s, 0, - s * center.y,
  7151. 0, 0, s, - s * center.z,
  7152. 0, 0, 0, 1
  7153. );
  7154. this.applyMatrix4( matrix );
  7155. return this;
  7156. },
  7157. computeFaceNormals: function () {
  7158. var cb = new Vector3(), ab = new Vector3();
  7159. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7160. var face = this.faces[ f ];
  7161. var vA = this.vertices[ face.a ];
  7162. var vB = this.vertices[ face.b ];
  7163. var vC = this.vertices[ face.c ];
  7164. cb.subVectors( vC, vB );
  7165. ab.subVectors( vA, vB );
  7166. cb.cross( ab );
  7167. cb.normalize();
  7168. face.normal.copy( cb );
  7169. }
  7170. },
  7171. computeVertexNormals: function ( areaWeighted ) {
  7172. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7173. var vertices = new Array( this.vertices.length );
  7174. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7175. vertices[ v ] = new Vector3();
  7176. }
  7177. if ( areaWeighted ) {
  7178. // vertex normals weighted by triangle areas
  7179. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7180. var cb = new Vector3(), ab = new Vector3();
  7181. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7182. var face = this.faces[ f ];
  7183. var vA = this.vertices[ face.a ];
  7184. var vB = this.vertices[ face.b ];
  7185. var vC = this.vertices[ face.c ];
  7186. cb.subVectors( vC, vB );
  7187. ab.subVectors( vA, vB );
  7188. cb.cross( ab );
  7189. vertices[ face.a ].add( cb );
  7190. vertices[ face.b ].add( cb );
  7191. vertices[ face.c ].add( cb );
  7192. }
  7193. } else {
  7194. this.computeFaceNormals();
  7195. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7196. var face$1 = this.faces[ f$1 ];
  7197. vertices[ face$1.a ].add( face$1.normal );
  7198. vertices[ face$1.b ].add( face$1.normal );
  7199. vertices[ face$1.c ].add( face$1.normal );
  7200. }
  7201. }
  7202. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7203. vertices[ v$1 ].normalize();
  7204. }
  7205. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7206. var face$2 = this.faces[ f$2 ];
  7207. var vertexNormals = face$2.vertexNormals;
  7208. if ( vertexNormals.length === 3 ) {
  7209. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7210. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7211. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7212. } else {
  7213. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7214. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7215. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7216. }
  7217. }
  7218. if ( this.faces.length > 0 ) {
  7219. this.normalsNeedUpdate = true;
  7220. }
  7221. },
  7222. computeFlatVertexNormals: function () {
  7223. this.computeFaceNormals();
  7224. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7225. var face = this.faces[ f ];
  7226. var vertexNormals = face.vertexNormals;
  7227. if ( vertexNormals.length === 3 ) {
  7228. vertexNormals[ 0 ].copy( face.normal );
  7229. vertexNormals[ 1 ].copy( face.normal );
  7230. vertexNormals[ 2 ].copy( face.normal );
  7231. } else {
  7232. vertexNormals[ 0 ] = face.normal.clone();
  7233. vertexNormals[ 1 ] = face.normal.clone();
  7234. vertexNormals[ 2 ] = face.normal.clone();
  7235. }
  7236. }
  7237. if ( this.faces.length > 0 ) {
  7238. this.normalsNeedUpdate = true;
  7239. }
  7240. },
  7241. computeMorphNormals: function () {
  7242. // save original normals
  7243. // - create temp variables on first access
  7244. // otherwise just copy (for faster repeated calls)
  7245. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7246. var face = this.faces[ f ];
  7247. if ( ! face.__originalFaceNormal ) {
  7248. face.__originalFaceNormal = face.normal.clone();
  7249. } else {
  7250. face.__originalFaceNormal.copy( face.normal );
  7251. }
  7252. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7253. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7254. if ( ! face.__originalVertexNormals[ i ] ) {
  7255. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7256. } else {
  7257. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7258. }
  7259. }
  7260. }
  7261. // use temp geometry to compute face and vertex normals for each morph
  7262. var tmpGeo = new Geometry();
  7263. tmpGeo.faces = this.faces;
  7264. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7265. // create on first access
  7266. if ( ! this.morphNormals[ i$1 ] ) {
  7267. this.morphNormals[ i$1 ] = {};
  7268. this.morphNormals[ i$1 ].faceNormals = [];
  7269. this.morphNormals[ i$1 ].vertexNormals = [];
  7270. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7271. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7272. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7273. var faceNormal = new Vector3();
  7274. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7275. dstNormalsFace.push( faceNormal );
  7276. dstNormalsVertex.push( vertexNormals );
  7277. }
  7278. }
  7279. var morphNormals = this.morphNormals[ i$1 ];
  7280. // set vertices to morph target
  7281. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7282. // compute morph normals
  7283. tmpGeo.computeFaceNormals();
  7284. tmpGeo.computeVertexNormals();
  7285. // store morph normals
  7286. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7287. var face$1 = this.faces[ f$2 ];
  7288. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7289. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7290. faceNormal$1.copy( face$1.normal );
  7291. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7292. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7293. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7294. }
  7295. }
  7296. // restore original normals
  7297. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7298. var face$2 = this.faces[ f$3 ];
  7299. face$2.normal = face$2.__originalFaceNormal;
  7300. face$2.vertexNormals = face$2.__originalVertexNormals;
  7301. }
  7302. },
  7303. computeBoundingBox: function () {
  7304. if ( this.boundingBox === null ) {
  7305. this.boundingBox = new Box3();
  7306. }
  7307. this.boundingBox.setFromPoints( this.vertices );
  7308. },
  7309. computeBoundingSphere: function () {
  7310. if ( this.boundingSphere === null ) {
  7311. this.boundingSphere = new Sphere();
  7312. }
  7313. this.boundingSphere.setFromPoints( this.vertices );
  7314. },
  7315. merge: function ( geometry, matrix, materialIndexOffset ) {
  7316. if ( ! ( geometry && geometry.isGeometry ) ) {
  7317. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7318. return;
  7319. }
  7320. var normalMatrix,
  7321. vertexOffset = this.vertices.length,
  7322. vertices1 = this.vertices,
  7323. vertices2 = geometry.vertices,
  7324. faces1 = this.faces,
  7325. faces2 = geometry.faces,
  7326. colors1 = this.colors,
  7327. colors2 = geometry.colors;
  7328. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7329. if ( matrix !== undefined ) {
  7330. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7331. }
  7332. // vertices
  7333. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7334. var vertex = vertices2[ i ];
  7335. var vertexCopy = vertex.clone();
  7336. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7337. vertices1.push( vertexCopy );
  7338. }
  7339. // colors
  7340. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7341. colors1.push( colors2[ i$1 ].clone() );
  7342. }
  7343. // faces
  7344. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7345. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7346. faceVertexNormals = face.vertexNormals,
  7347. faceVertexColors = face.vertexColors;
  7348. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7349. faceCopy.normal.copy( face.normal );
  7350. if ( normalMatrix !== undefined ) {
  7351. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7352. }
  7353. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7354. normal = faceVertexNormals[ j ].clone();
  7355. if ( normalMatrix !== undefined ) {
  7356. normal.applyMatrix3( normalMatrix ).normalize();
  7357. }
  7358. faceCopy.vertexNormals.push( normal );
  7359. }
  7360. faceCopy.color.copy( face.color );
  7361. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7362. color = faceVertexColors[ j$1 ];
  7363. faceCopy.vertexColors.push( color.clone() );
  7364. }
  7365. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7366. faces1.push( faceCopy );
  7367. }
  7368. // uvs
  7369. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7370. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7371. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7372. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7373. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7374. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7375. uvsCopy.push( uvs2[ k ].clone() );
  7376. }
  7377. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7378. }
  7379. }
  7380. },
  7381. mergeMesh: function ( mesh ) {
  7382. if ( ! ( mesh && mesh.isMesh ) ) {
  7383. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7384. return;
  7385. }
  7386. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7387. this.merge( mesh.geometry, mesh.matrix );
  7388. },
  7389. /*
  7390. * Checks for duplicate vertices with hashmap.
  7391. * Duplicated vertices are removed
  7392. * and faces' vertices are updated.
  7393. */
  7394. mergeVertices: function () {
  7395. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7396. var unique = [], changes = [];
  7397. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7398. var precision = Math.pow( 10, precisionPoints );
  7399. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7400. var v = this.vertices[ i ];
  7401. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7402. if ( verticesMap[ key ] === undefined ) {
  7403. verticesMap[ key ] = i;
  7404. unique.push( this.vertices[ i ] );
  7405. changes[ i ] = unique.length - 1;
  7406. } else {
  7407. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7408. changes[ i ] = changes[ verticesMap[ key ] ];
  7409. }
  7410. }
  7411. // if faces are completely degenerate after merging vertices, we
  7412. // have to remove them from the geometry.
  7413. var faceIndicesToRemove = [];
  7414. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7415. var face = this.faces[ i$1 ];
  7416. face.a = changes[ face.a ];
  7417. face.b = changes[ face.b ];
  7418. face.c = changes[ face.c ];
  7419. var indices = [ face.a, face.b, face.c ];
  7420. // if any duplicate vertices are found in a Face3
  7421. // we have to remove the face as nothing can be saved
  7422. for ( var n = 0; n < 3; n ++ ) {
  7423. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7424. faceIndicesToRemove.push( i$1 );
  7425. break;
  7426. }
  7427. }
  7428. }
  7429. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7430. var idx = faceIndicesToRemove[ i$2 ];
  7431. this.faces.splice( idx, 1 );
  7432. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7433. this.faceVertexUvs[ j ].splice( idx, 1 );
  7434. }
  7435. }
  7436. // Use unique set of vertices
  7437. var diff = this.vertices.length - unique.length;
  7438. this.vertices = unique;
  7439. return diff;
  7440. },
  7441. setFromPoints: function ( points ) {
  7442. this.vertices = [];
  7443. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7444. var point = points[ i ];
  7445. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7446. }
  7447. return this;
  7448. },
  7449. sortFacesByMaterialIndex: function () {
  7450. var faces = this.faces;
  7451. var length = faces.length;
  7452. // tag faces
  7453. for ( var i = 0; i < length; i ++ ) {
  7454. faces[ i ]._id = i;
  7455. }
  7456. // sort faces
  7457. function materialIndexSort( a, b ) {
  7458. return a.materialIndex - b.materialIndex;
  7459. }
  7460. faces.sort( materialIndexSort );
  7461. // sort uvs
  7462. var uvs1 = this.faceVertexUvs[ 0 ];
  7463. var uvs2 = this.faceVertexUvs[ 1 ];
  7464. var newUvs1, newUvs2;
  7465. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7466. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7467. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7468. var id = faces[ i$1 ]._id;
  7469. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7470. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7471. }
  7472. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7473. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7474. },
  7475. toJSON: function () {
  7476. var data = {
  7477. metadata: {
  7478. version: 4.5,
  7479. type: 'Geometry',
  7480. generator: 'Geometry.toJSON'
  7481. }
  7482. };
  7483. // standard Geometry serialization
  7484. data.uuid = this.uuid;
  7485. data.type = this.type;
  7486. if ( this.name !== '' ) { data.name = this.name; }
  7487. if ( this.parameters !== undefined ) {
  7488. var parameters = this.parameters;
  7489. for ( var key in parameters ) {
  7490. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7491. }
  7492. return data;
  7493. }
  7494. var vertices = [];
  7495. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7496. var vertex = this.vertices[ i ];
  7497. vertices.push( vertex.x, vertex.y, vertex.z );
  7498. }
  7499. var faces = [];
  7500. var normals = [];
  7501. var normalsHash = {};
  7502. var colors = [];
  7503. var colorsHash = {};
  7504. var uvs = [];
  7505. var uvsHash = {};
  7506. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7507. var face = this.faces[ i$1 ];
  7508. var hasMaterial = true;
  7509. var hasFaceUv = false; // deprecated
  7510. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7511. var hasFaceNormal = face.normal.length() > 0;
  7512. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7513. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7514. var hasFaceVertexColor = face.vertexColors.length > 0;
  7515. var faceType = 0;
  7516. faceType = setBit( faceType, 0, 0 ); // isQuad
  7517. faceType = setBit( faceType, 1, hasMaterial );
  7518. faceType = setBit( faceType, 2, hasFaceUv );
  7519. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7520. faceType = setBit( faceType, 4, hasFaceNormal );
  7521. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7522. faceType = setBit( faceType, 6, hasFaceColor );
  7523. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7524. faces.push( faceType );
  7525. faces.push( face.a, face.b, face.c );
  7526. faces.push( face.materialIndex );
  7527. if ( hasFaceVertexUv ) {
  7528. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7529. faces.push(
  7530. getUvIndex( faceVertexUvs[ 0 ] ),
  7531. getUvIndex( faceVertexUvs[ 1 ] ),
  7532. getUvIndex( faceVertexUvs[ 2 ] )
  7533. );
  7534. }
  7535. if ( hasFaceNormal ) {
  7536. faces.push( getNormalIndex( face.normal ) );
  7537. }
  7538. if ( hasFaceVertexNormal ) {
  7539. var vertexNormals = face.vertexNormals;
  7540. faces.push(
  7541. getNormalIndex( vertexNormals[ 0 ] ),
  7542. getNormalIndex( vertexNormals[ 1 ] ),
  7543. getNormalIndex( vertexNormals[ 2 ] )
  7544. );
  7545. }
  7546. if ( hasFaceColor ) {
  7547. faces.push( getColorIndex( face.color ) );
  7548. }
  7549. if ( hasFaceVertexColor ) {
  7550. var vertexColors = face.vertexColors;
  7551. faces.push(
  7552. getColorIndex( vertexColors[ 0 ] ),
  7553. getColorIndex( vertexColors[ 1 ] ),
  7554. getColorIndex( vertexColors[ 2 ] )
  7555. );
  7556. }
  7557. }
  7558. function setBit( value, position, enabled ) {
  7559. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7560. }
  7561. function getNormalIndex( normal ) {
  7562. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7563. if ( normalsHash[ hash ] !== undefined ) {
  7564. return normalsHash[ hash ];
  7565. }
  7566. normalsHash[ hash ] = normals.length / 3;
  7567. normals.push( normal.x, normal.y, normal.z );
  7568. return normalsHash[ hash ];
  7569. }
  7570. function getColorIndex( color ) {
  7571. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7572. if ( colorsHash[ hash ] !== undefined ) {
  7573. return colorsHash[ hash ];
  7574. }
  7575. colorsHash[ hash ] = colors.length;
  7576. colors.push( color.getHex() );
  7577. return colorsHash[ hash ];
  7578. }
  7579. function getUvIndex( uv ) {
  7580. var hash = uv.x.toString() + uv.y.toString();
  7581. if ( uvsHash[ hash ] !== undefined ) {
  7582. return uvsHash[ hash ];
  7583. }
  7584. uvsHash[ hash ] = uvs.length / 2;
  7585. uvs.push( uv.x, uv.y );
  7586. return uvsHash[ hash ];
  7587. }
  7588. data.data = {};
  7589. data.data.vertices = vertices;
  7590. data.data.normals = normals;
  7591. if ( colors.length > 0 ) { data.data.colors = colors; }
  7592. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7593. data.data.faces = faces;
  7594. return data;
  7595. },
  7596. clone: function () {
  7597. /*
  7598. // Handle primitives
  7599. const parameters = this.parameters;
  7600. if ( parameters !== undefined ) {
  7601. const values = [];
  7602. for ( const key in parameters ) {
  7603. values.push( parameters[ key ] );
  7604. }
  7605. const geometry = Object.create( this.constructor.prototype );
  7606. this.constructor.apply( geometry, values );
  7607. return geometry;
  7608. }
  7609. return new this.constructor().copy( this );
  7610. */
  7611. return new Geometry().copy( this );
  7612. },
  7613. copy: function ( source ) {
  7614. // reset
  7615. this.vertices = [];
  7616. this.colors = [];
  7617. this.faces = [];
  7618. this.faceVertexUvs = [[]];
  7619. this.morphTargets = [];
  7620. this.morphNormals = [];
  7621. this.skinWeights = [];
  7622. this.skinIndices = [];
  7623. this.lineDistances = [];
  7624. this.boundingBox = null;
  7625. this.boundingSphere = null;
  7626. // name
  7627. this.name = source.name;
  7628. // vertices
  7629. var vertices = source.vertices;
  7630. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7631. this.vertices.push( vertices[ i ].clone() );
  7632. }
  7633. // colors
  7634. var colors = source.colors;
  7635. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7636. this.colors.push( colors[ i$1 ].clone() );
  7637. }
  7638. // faces
  7639. var faces = source.faces;
  7640. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7641. this.faces.push( faces[ i$2 ].clone() );
  7642. }
  7643. // face vertex uvs
  7644. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7645. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7646. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7647. this.faceVertexUvs[ i$3 ] = [];
  7648. }
  7649. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7650. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7651. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7652. var uv = uvs[ k ];
  7653. uvsCopy.push( uv.clone() );
  7654. }
  7655. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7656. }
  7657. }
  7658. // morph targets
  7659. var morphTargets = source.morphTargets;
  7660. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7661. var morphTarget = {};
  7662. morphTarget.name = morphTargets[ i$4 ].name;
  7663. // vertices
  7664. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7665. morphTarget.vertices = [];
  7666. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7667. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7668. }
  7669. }
  7670. // normals
  7671. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7672. morphTarget.normals = [];
  7673. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7674. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7675. }
  7676. }
  7677. this.morphTargets.push( morphTarget );
  7678. }
  7679. // morph normals
  7680. var morphNormals = source.morphNormals;
  7681. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7682. var morphNormal = {};
  7683. // vertex normals
  7684. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7685. morphNormal.vertexNormals = [];
  7686. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7687. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7688. var destVertexNormal = {};
  7689. destVertexNormal.a = srcVertexNormal.a.clone();
  7690. destVertexNormal.b = srcVertexNormal.b.clone();
  7691. destVertexNormal.c = srcVertexNormal.c.clone();
  7692. morphNormal.vertexNormals.push( destVertexNormal );
  7693. }
  7694. }
  7695. // face normals
  7696. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7697. morphNormal.faceNormals = [];
  7698. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7699. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7700. }
  7701. }
  7702. this.morphNormals.push( morphNormal );
  7703. }
  7704. // skin weights
  7705. var skinWeights = source.skinWeights;
  7706. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7707. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7708. }
  7709. // skin indices
  7710. var skinIndices = source.skinIndices;
  7711. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7712. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7713. }
  7714. // line distances
  7715. var lineDistances = source.lineDistances;
  7716. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7717. this.lineDistances.push( lineDistances[ i$8 ] );
  7718. }
  7719. // bounding box
  7720. var boundingBox = source.boundingBox;
  7721. if ( boundingBox !== null ) {
  7722. this.boundingBox = boundingBox.clone();
  7723. }
  7724. // bounding sphere
  7725. var boundingSphere = source.boundingSphere;
  7726. if ( boundingSphere !== null ) {
  7727. this.boundingSphere = boundingSphere.clone();
  7728. }
  7729. // update flags
  7730. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7731. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7732. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7733. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7734. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7735. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7736. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7737. return this;
  7738. },
  7739. dispose: function () {
  7740. this.dispatchEvent( { type: 'dispose' } );
  7741. }
  7742. } );
  7743. /**
  7744. * @author mrdoob / http://mrdoob.com/
  7745. * @author Mugen87 / https://github.com/Mugen87
  7746. */
  7747. // BoxGeometry
  7748. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7749. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7750. Geometry.call(this);
  7751. this.type = 'BoxGeometry';
  7752. this.parameters = {
  7753. width: width,
  7754. height: height,
  7755. depth: depth,
  7756. widthSegments: widthSegments,
  7757. heightSegments: heightSegments,
  7758. depthSegments: depthSegments
  7759. };
  7760. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7761. this.mergeVertices();
  7762. }
  7763. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7764. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7765. BoxGeometry.prototype.constructor = BoxGeometry;
  7766. return BoxGeometry;
  7767. }(Geometry));
  7768. // BoxBufferGeometry
  7769. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7770. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7771. BufferGeometry.call(this);
  7772. this.type = 'BoxBufferGeometry';
  7773. this.parameters = {
  7774. width: width,
  7775. height: height,
  7776. depth: depth,
  7777. widthSegments: widthSegments,
  7778. heightSegments: heightSegments,
  7779. depthSegments: depthSegments
  7780. };
  7781. var scope = this;
  7782. width = width || 1;
  7783. height = height || 1;
  7784. depth = depth || 1;
  7785. // segments
  7786. widthSegments = Math.floor( widthSegments ) || 1;
  7787. heightSegments = Math.floor( heightSegments ) || 1;
  7788. depthSegments = Math.floor( depthSegments ) || 1;
  7789. // buffers
  7790. var indices = [];
  7791. var vertices = [];
  7792. var normals = [];
  7793. var uvs = [];
  7794. // helper variables
  7795. var numberOfVertices = 0;
  7796. var groupStart = 0;
  7797. // build each side of the box geometry
  7798. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7799. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7800. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7801. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7802. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7803. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7804. // build geometry
  7805. this.setIndex( indices );
  7806. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7807. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7808. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7809. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7810. var segmentWidth = width / gridX;
  7811. var segmentHeight = height / gridY;
  7812. var widthHalf = width / 2;
  7813. var heightHalf = height / 2;
  7814. var depthHalf = depth / 2;
  7815. var gridX1 = gridX + 1;
  7816. var gridY1 = gridY + 1;
  7817. var vertexCounter = 0;
  7818. var groupCount = 0;
  7819. var vector = new Vector3();
  7820. // generate vertices, normals and uvs
  7821. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7822. var y = iy * segmentHeight - heightHalf;
  7823. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7824. var x = ix * segmentWidth - widthHalf;
  7825. // set values to correct vector component
  7826. vector[ u ] = x * udir;
  7827. vector[ v ] = y * vdir;
  7828. vector[ w ] = depthHalf;
  7829. // now apply vector to vertex buffer
  7830. vertices.push( vector.x, vector.y, vector.z );
  7831. // set values to correct vector component
  7832. vector[ u ] = 0;
  7833. vector[ v ] = 0;
  7834. vector[ w ] = depth > 0 ? 1 : - 1;
  7835. // now apply vector to normal buffer
  7836. normals.push( vector.x, vector.y, vector.z );
  7837. // uvs
  7838. uvs.push( ix / gridX );
  7839. uvs.push( 1 - ( iy / gridY ) );
  7840. // counters
  7841. vertexCounter += 1;
  7842. }
  7843. }
  7844. // indices
  7845. // 1. you need three indices to draw a single face
  7846. // 2. a single segment consists of two faces
  7847. // 3. so we need to generate six (2*3) indices per segment
  7848. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7849. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7850. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7851. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7852. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7853. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7854. // faces
  7855. indices.push( a, b, d );
  7856. indices.push( b, c, d );
  7857. // increase counter
  7858. groupCount += 6;
  7859. }
  7860. }
  7861. // add a group to the geometry. this will ensure multi material support
  7862. scope.addGroup( groupStart, groupCount, materialIndex );
  7863. // calculate new start value for groups
  7864. groupStart += groupCount;
  7865. // update total number of vertices
  7866. numberOfVertices += vertexCounter;
  7867. }
  7868. }
  7869. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7870. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7871. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7872. return BoxBufferGeometry;
  7873. }(BufferGeometry));
  7874. /**
  7875. * Uniform Utilities
  7876. */
  7877. function cloneUniforms( src ) {
  7878. var dst = {};
  7879. for ( var u in src ) {
  7880. dst[ u ] = {};
  7881. for ( var p in src[ u ] ) {
  7882. var property = src[ u ][ p ];
  7883. if ( property && ( property.isColor ||
  7884. property.isMatrix3 || property.isMatrix4 ||
  7885. property.isVector2 || property.isVector3 || property.isVector4 ||
  7886. property.isTexture ) ) {
  7887. dst[ u ][ p ] = property.clone();
  7888. } else if ( Array.isArray( property ) ) {
  7889. dst[ u ][ p ] = property.slice();
  7890. } else {
  7891. dst[ u ][ p ] = property;
  7892. }
  7893. }
  7894. }
  7895. return dst;
  7896. }
  7897. function mergeUniforms( uniforms ) {
  7898. var merged = {};
  7899. for ( var u = 0; u < uniforms.length; u ++ ) {
  7900. var tmp = cloneUniforms( uniforms[ u ] );
  7901. for ( var p in tmp ) {
  7902. merged[ p ] = tmp[ p ];
  7903. }
  7904. }
  7905. return merged;
  7906. }
  7907. // Legacy
  7908. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7909. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7910. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7911. /**
  7912. * @author alteredq / http://alteredqualia.com/
  7913. *
  7914. * parameters = {
  7915. * defines: { "label" : "value" },
  7916. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7917. *
  7918. * fragmentShader: <string>,
  7919. * vertexShader: <string>,
  7920. *
  7921. * wireframe: <boolean>,
  7922. * wireframeLinewidth: <float>,
  7923. *
  7924. * lights: <bool>,
  7925. *
  7926. * skinning: <bool>,
  7927. * morphTargets: <bool>,
  7928. * morphNormals: <bool>
  7929. * }
  7930. */
  7931. function ShaderMaterial( parameters ) {
  7932. Material.call( this );
  7933. this.type = 'ShaderMaterial';
  7934. this.defines = {};
  7935. this.uniforms = {};
  7936. this.vertexShader = default_vertex;
  7937. this.fragmentShader = default_fragment;
  7938. this.linewidth = 1;
  7939. this.wireframe = false;
  7940. this.wireframeLinewidth = 1;
  7941. this.fog = false; // set to use scene fog
  7942. this.lights = false; // set to use scene lights
  7943. this.clipping = false; // set to use user-defined clipping planes
  7944. this.skinning = false; // set to use skinning attribute streams
  7945. this.morphTargets = false; // set to use morph targets
  7946. this.morphNormals = false; // set to use morph normals
  7947. this.extensions = {
  7948. derivatives: false, // set to use derivatives
  7949. fragDepth: false, // set to use fragment depth values
  7950. drawBuffers: false, // set to use draw buffers
  7951. shaderTextureLOD: false // set to use shader texture LOD
  7952. };
  7953. // When rendered geometry doesn't include these attributes but the material does,
  7954. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7955. this.defaultAttributeValues = {
  7956. 'color': [ 1, 1, 1 ],
  7957. 'uv': [ 0, 0 ],
  7958. 'uv2': [ 0, 0 ]
  7959. };
  7960. this.index0AttributeName = undefined;
  7961. this.uniformsNeedUpdate = false;
  7962. if ( parameters !== undefined ) {
  7963. if ( parameters.attributes !== undefined ) {
  7964. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7965. }
  7966. this.setValues( parameters );
  7967. }
  7968. }
  7969. ShaderMaterial.prototype = Object.create( Material.prototype );
  7970. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7971. ShaderMaterial.prototype.isShaderMaterial = true;
  7972. ShaderMaterial.prototype.copy = function ( source ) {
  7973. Material.prototype.copy.call( this, source );
  7974. this.fragmentShader = source.fragmentShader;
  7975. this.vertexShader = source.vertexShader;
  7976. this.uniforms = cloneUniforms( source.uniforms );
  7977. this.defines = Object.assign( {}, source.defines );
  7978. this.wireframe = source.wireframe;
  7979. this.wireframeLinewidth = source.wireframeLinewidth;
  7980. this.lights = source.lights;
  7981. this.clipping = source.clipping;
  7982. this.skinning = source.skinning;
  7983. this.morphTargets = source.morphTargets;
  7984. this.morphNormals = source.morphNormals;
  7985. this.extensions = Object.assign( {}, source.extensions );
  7986. return this;
  7987. };
  7988. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7989. var data = Material.prototype.toJSON.call( this, meta );
  7990. data.uniforms = {};
  7991. for ( var name in this.uniforms ) {
  7992. var uniform = this.uniforms[ name ];
  7993. var value = uniform.value;
  7994. if ( value && value.isTexture ) {
  7995. data.uniforms[ name ] = {
  7996. type: 't',
  7997. value: value.toJSON( meta ).uuid
  7998. };
  7999. } else if ( value && value.isColor ) {
  8000. data.uniforms[ name ] = {
  8001. type: 'c',
  8002. value: value.getHex()
  8003. };
  8004. } else if ( value && value.isVector2 ) {
  8005. data.uniforms[ name ] = {
  8006. type: 'v2',
  8007. value: value.toArray()
  8008. };
  8009. } else if ( value && value.isVector3 ) {
  8010. data.uniforms[ name ] = {
  8011. type: 'v3',
  8012. value: value.toArray()
  8013. };
  8014. } else if ( value && value.isVector4 ) {
  8015. data.uniforms[ name ] = {
  8016. type: 'v4',
  8017. value: value.toArray()
  8018. };
  8019. } else if ( value && value.isMatrix3 ) {
  8020. data.uniforms[ name ] = {
  8021. type: 'm3',
  8022. value: value.toArray()
  8023. };
  8024. } else if ( value && value.isMatrix4 ) {
  8025. data.uniforms[ name ] = {
  8026. type: 'm4',
  8027. value: value.toArray()
  8028. };
  8029. } else {
  8030. data.uniforms[ name ] = {
  8031. value: value
  8032. };
  8033. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8034. }
  8035. }
  8036. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8037. data.vertexShader = this.vertexShader;
  8038. data.fragmentShader = this.fragmentShader;
  8039. var extensions = {};
  8040. for ( var key in this.extensions ) {
  8041. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8042. }
  8043. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8044. return data;
  8045. };
  8046. /**
  8047. * @author mrdoob / http://mrdoob.com/
  8048. * @author mikael emtinger / http://gomo.se/
  8049. * @author WestLangley / http://github.com/WestLangley
  8050. */
  8051. function Camera() {
  8052. Object3D.call( this );
  8053. this.type = 'Camera';
  8054. this.matrixWorldInverse = new Matrix4();
  8055. this.projectionMatrix = new Matrix4();
  8056. this.projectionMatrixInverse = new Matrix4();
  8057. }
  8058. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8059. constructor: Camera,
  8060. isCamera: true,
  8061. copy: function ( source, recursive ) {
  8062. Object3D.prototype.copy.call( this, source, recursive );
  8063. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8064. this.projectionMatrix.copy( source.projectionMatrix );
  8065. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8066. return this;
  8067. },
  8068. getWorldDirection: function ( target ) {
  8069. if ( target === undefined ) {
  8070. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8071. target = new Vector3();
  8072. }
  8073. this.updateMatrixWorld( true );
  8074. var e = this.matrixWorld.elements;
  8075. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8076. },
  8077. updateMatrixWorld: function ( force ) {
  8078. Object3D.prototype.updateMatrixWorld.call( this, force );
  8079. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8080. },
  8081. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8082. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8083. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8084. },
  8085. clone: function () {
  8086. return new this.constructor().copy( this );
  8087. }
  8088. } );
  8089. /**
  8090. * @author mrdoob / http://mrdoob.com/
  8091. * @author greggman / http://games.greggman.com/
  8092. * @author zz85 / http://www.lab4games.net/zz85/blog
  8093. * @author tschw
  8094. */
  8095. function PerspectiveCamera( fov, aspect, near, far ) {
  8096. Camera.call( this );
  8097. this.type = 'PerspectiveCamera';
  8098. this.fov = fov !== undefined ? fov : 50;
  8099. this.zoom = 1;
  8100. this.near = near !== undefined ? near : 0.1;
  8101. this.far = far !== undefined ? far : 2000;
  8102. this.focus = 10;
  8103. this.aspect = aspect !== undefined ? aspect : 1;
  8104. this.view = null;
  8105. this.filmGauge = 35; // width of the film (default in millimeters)
  8106. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8107. this.updateProjectionMatrix();
  8108. }
  8109. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8110. constructor: PerspectiveCamera,
  8111. isPerspectiveCamera: true,
  8112. copy: function ( source, recursive ) {
  8113. Camera.prototype.copy.call( this, source, recursive );
  8114. this.fov = source.fov;
  8115. this.zoom = source.zoom;
  8116. this.near = source.near;
  8117. this.far = source.far;
  8118. this.focus = source.focus;
  8119. this.aspect = source.aspect;
  8120. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8121. this.filmGauge = source.filmGauge;
  8122. this.filmOffset = source.filmOffset;
  8123. return this;
  8124. },
  8125. /**
  8126. * Sets the FOV by focal length in respect to the current .filmGauge.
  8127. *
  8128. * The default film gauge is 35, so that the focal length can be specified for
  8129. * a 35mm (full frame) camera.
  8130. *
  8131. * Values for focal length and film gauge must have the same unit.
  8132. */
  8133. setFocalLength: function ( focalLength ) {
  8134. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8135. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8136. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8137. this.updateProjectionMatrix();
  8138. },
  8139. /**
  8140. * Calculates the focal length from the current .fov and .filmGauge.
  8141. */
  8142. getFocalLength: function () {
  8143. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8144. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8145. },
  8146. getEffectiveFOV: function () {
  8147. return MathUtils.RAD2DEG * 2 * Math.atan(
  8148. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8149. },
  8150. getFilmWidth: function () {
  8151. // film not completely covered in portrait format (aspect < 1)
  8152. return this.filmGauge * Math.min( this.aspect, 1 );
  8153. },
  8154. getFilmHeight: function () {
  8155. // film not completely covered in landscape format (aspect > 1)
  8156. return this.filmGauge / Math.max( this.aspect, 1 );
  8157. },
  8158. /**
  8159. * Sets an offset in a larger frustum. This is useful for multi-window or
  8160. * multi-monitor/multi-machine setups.
  8161. *
  8162. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8163. * the monitors are in grid like this
  8164. *
  8165. * +---+---+---+
  8166. * | A | B | C |
  8167. * +---+---+---+
  8168. * | D | E | F |
  8169. * +---+---+---+
  8170. *
  8171. * then for each monitor you would call it like this
  8172. *
  8173. * const w = 1920;
  8174. * const h = 1080;
  8175. * const fullWidth = w * 3;
  8176. * const fullHeight = h * 2;
  8177. *
  8178. * --A--
  8179. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8180. * --B--
  8181. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8182. * --C--
  8183. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8184. * --D--
  8185. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8186. * --E--
  8187. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8188. * --F--
  8189. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8190. *
  8191. * Note there is no reason monitors have to be the same size or in a grid.
  8192. */
  8193. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8194. this.aspect = fullWidth / fullHeight;
  8195. if ( this.view === null ) {
  8196. this.view = {
  8197. enabled: true,
  8198. fullWidth: 1,
  8199. fullHeight: 1,
  8200. offsetX: 0,
  8201. offsetY: 0,
  8202. width: 1,
  8203. height: 1
  8204. };
  8205. }
  8206. this.view.enabled = true;
  8207. this.view.fullWidth = fullWidth;
  8208. this.view.fullHeight = fullHeight;
  8209. this.view.offsetX = x;
  8210. this.view.offsetY = y;
  8211. this.view.width = width;
  8212. this.view.height = height;
  8213. this.updateProjectionMatrix();
  8214. },
  8215. clearViewOffset: function () {
  8216. if ( this.view !== null ) {
  8217. this.view.enabled = false;
  8218. }
  8219. this.updateProjectionMatrix();
  8220. },
  8221. updateProjectionMatrix: function () {
  8222. var near = this.near,
  8223. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8224. height = 2 * top,
  8225. width = this.aspect * height,
  8226. left = - 0.5 * width,
  8227. view = this.view;
  8228. if ( this.view !== null && this.view.enabled ) {
  8229. var fullWidth = view.fullWidth,
  8230. fullHeight = view.fullHeight;
  8231. left += view.offsetX * width / fullWidth;
  8232. top -= view.offsetY * height / fullHeight;
  8233. width *= view.width / fullWidth;
  8234. height *= view.height / fullHeight;
  8235. }
  8236. var skew = this.filmOffset;
  8237. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8238. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8239. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8240. },
  8241. toJSON: function ( meta ) {
  8242. var data = Object3D.prototype.toJSON.call( this, meta );
  8243. data.object.fov = this.fov;
  8244. data.object.zoom = this.zoom;
  8245. data.object.near = this.near;
  8246. data.object.far = this.far;
  8247. data.object.focus = this.focus;
  8248. data.object.aspect = this.aspect;
  8249. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8250. data.object.filmGauge = this.filmGauge;
  8251. data.object.filmOffset = this.filmOffset;
  8252. return data;
  8253. }
  8254. } );
  8255. /**
  8256. * Camera for rendering cube maps
  8257. * - renders scene into axis-aligned cube
  8258. *
  8259. * @author alteredq / http://alteredqualia.com/
  8260. */
  8261. var fov = 90, aspect = 1;
  8262. function CubeCamera( near, far, renderTarget ) {
  8263. Object3D.call( this );
  8264. this.type = 'CubeCamera';
  8265. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8266. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8267. return;
  8268. }
  8269. this.renderTarget = renderTarget;
  8270. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8271. cameraPX.layers = this.layers;
  8272. cameraPX.up.set( 0, - 1, 0 );
  8273. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8274. this.add( cameraPX );
  8275. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8276. cameraNX.layers = this.layers;
  8277. cameraNX.up.set( 0, - 1, 0 );
  8278. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8279. this.add( cameraNX );
  8280. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8281. cameraPY.layers = this.layers;
  8282. cameraPY.up.set( 0, 0, 1 );
  8283. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8284. this.add( cameraPY );
  8285. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8286. cameraNY.layers = this.layers;
  8287. cameraNY.up.set( 0, 0, - 1 );
  8288. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8289. this.add( cameraNY );
  8290. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8291. cameraPZ.layers = this.layers;
  8292. cameraPZ.up.set( 0, - 1, 0 );
  8293. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8294. this.add( cameraPZ );
  8295. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8296. cameraNZ.layers = this.layers;
  8297. cameraNZ.up.set( 0, - 1, 0 );
  8298. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8299. this.add( cameraNZ );
  8300. this.update = function ( renderer, scene ) {
  8301. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8302. var currentXrEnabled = renderer.xr.enabled;
  8303. var currentRenderTarget = renderer.getRenderTarget();
  8304. renderer.xr.enabled = false;
  8305. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8306. renderTarget.texture.generateMipmaps = false;
  8307. renderer.setRenderTarget( renderTarget, 0 );
  8308. renderer.render( scene, cameraPX );
  8309. renderer.setRenderTarget( renderTarget, 1 );
  8310. renderer.render( scene, cameraNX );
  8311. renderer.setRenderTarget( renderTarget, 2 );
  8312. renderer.render( scene, cameraPY );
  8313. renderer.setRenderTarget( renderTarget, 3 );
  8314. renderer.render( scene, cameraNY );
  8315. renderer.setRenderTarget( renderTarget, 4 );
  8316. renderer.render( scene, cameraPZ );
  8317. renderTarget.texture.generateMipmaps = generateMipmaps;
  8318. renderer.setRenderTarget( renderTarget, 5 );
  8319. renderer.render( scene, cameraNZ );
  8320. renderer.setRenderTarget( currentRenderTarget );
  8321. renderer.xr.enabled = currentXrEnabled;
  8322. };
  8323. this.clear = function ( renderer, color, depth, stencil ) {
  8324. var currentRenderTarget = renderer.getRenderTarget();
  8325. for ( var i = 0; i < 6; i ++ ) {
  8326. renderer.setRenderTarget( renderTarget, i );
  8327. renderer.clear( color, depth, stencil );
  8328. }
  8329. renderer.setRenderTarget( currentRenderTarget );
  8330. };
  8331. }
  8332. CubeCamera.prototype = Object.create( Object3D.prototype );
  8333. CubeCamera.prototype.constructor = CubeCamera;
  8334. /**
  8335. * @author alteredq / http://alteredqualia.com
  8336. * @author WestLangley / http://github.com/WestLangley
  8337. */
  8338. function WebGLCubeRenderTarget( size, options, dummy ) {
  8339. if ( Number.isInteger( options ) ) {
  8340. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8341. options = dummy;
  8342. }
  8343. WebGLRenderTarget.call( this, size, size, options );
  8344. }
  8345. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8346. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8347. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8348. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8349. this.texture.type = texture.type;
  8350. this.texture.format = texture.format;
  8351. this.texture.encoding = texture.encoding;
  8352. var scene = new Scene();
  8353. var shader = {
  8354. uniforms: {
  8355. tEquirect: { value: null },
  8356. },
  8357. vertexShader: [
  8358. "varying vec3 vWorldDirection;",
  8359. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8360. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8361. "}",
  8362. "void main() {",
  8363. " vWorldDirection = transformDirection( position, modelMatrix );",
  8364. " #include <begin_vertex>",
  8365. " #include <project_vertex>",
  8366. "}"
  8367. ].join( '\n' ),
  8368. fragmentShader: [
  8369. "uniform sampler2D tEquirect;",
  8370. "varying vec3 vWorldDirection;",
  8371. "#include <common>",
  8372. "void main() {",
  8373. " vec3 direction = normalize( vWorldDirection );",
  8374. " vec2 sampleUV = equirectUv( direction );",
  8375. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8376. "}"
  8377. ].join( '\n' ),
  8378. };
  8379. var material = new ShaderMaterial( {
  8380. name: 'CubemapFromEquirect',
  8381. uniforms: cloneUniforms( shader.uniforms ),
  8382. vertexShader: shader.vertexShader,
  8383. fragmentShader: shader.fragmentShader,
  8384. side: BackSide,
  8385. blending: NoBlending
  8386. } );
  8387. material.uniforms.tEquirect.value = texture;
  8388. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8389. scene.add( mesh );
  8390. var camera = new CubeCamera( 1, 10, this );
  8391. camera.update( renderer, scene );
  8392. mesh.geometry.dispose();
  8393. mesh.material.dispose();
  8394. return this;
  8395. };
  8396. /**
  8397. * @author alteredq / http://alteredqualia.com/
  8398. */
  8399. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8400. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8401. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8402. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8403. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8404. this.generateMipmaps = false;
  8405. this.flipY = false;
  8406. this.unpackAlignment = 1;
  8407. this.needsUpdate = true;
  8408. }
  8409. DataTexture.prototype = Object.create( Texture.prototype );
  8410. DataTexture.prototype.constructor = DataTexture;
  8411. DataTexture.prototype.isDataTexture = true;
  8412. /**
  8413. * @author mrdoob / http://mrdoob.com/
  8414. * @author alteredq / http://alteredqualia.com/
  8415. * @author bhouston / http://clara.io
  8416. */
  8417. var _sphere$1 = new Sphere();
  8418. var _vector$5 = new Vector3();
  8419. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8420. this.planes = [
  8421. ( p0 !== undefined ) ? p0 : new Plane(),
  8422. ( p1 !== undefined ) ? p1 : new Plane(),
  8423. ( p2 !== undefined ) ? p2 : new Plane(),
  8424. ( p3 !== undefined ) ? p3 : new Plane(),
  8425. ( p4 !== undefined ) ? p4 : new Plane(),
  8426. ( p5 !== undefined ) ? p5 : new Plane()
  8427. ];
  8428. }
  8429. Object.assign( Frustum.prototype, {
  8430. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8431. var planes = this.planes;
  8432. planes[ 0 ].copy( p0 );
  8433. planes[ 1 ].copy( p1 );
  8434. planes[ 2 ].copy( p2 );
  8435. planes[ 3 ].copy( p3 );
  8436. planes[ 4 ].copy( p4 );
  8437. planes[ 5 ].copy( p5 );
  8438. return this;
  8439. },
  8440. clone: function () {
  8441. return new this.constructor().copy( this );
  8442. },
  8443. copy: function ( frustum ) {
  8444. var planes = this.planes;
  8445. for ( var i = 0; i < 6; i ++ ) {
  8446. planes[ i ].copy( frustum.planes[ i ] );
  8447. }
  8448. return this;
  8449. },
  8450. setFromProjectionMatrix: function ( m ) {
  8451. var planes = this.planes;
  8452. var me = m.elements;
  8453. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8454. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8455. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8456. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8457. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8458. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8459. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8460. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8461. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8462. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8463. return this;
  8464. },
  8465. intersectsObject: function ( object ) {
  8466. var geometry = object.geometry;
  8467. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8468. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8469. return this.intersectsSphere( _sphere$1 );
  8470. },
  8471. intersectsSprite: function ( sprite ) {
  8472. _sphere$1.center.set( 0, 0, 0 );
  8473. _sphere$1.radius = 0.7071067811865476;
  8474. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8475. return this.intersectsSphere( _sphere$1 );
  8476. },
  8477. intersectsSphere: function ( sphere ) {
  8478. var planes = this.planes;
  8479. var center = sphere.center;
  8480. var negRadius = - sphere.radius;
  8481. for ( var i = 0; i < 6; i ++ ) {
  8482. var distance = planes[ i ].distanceToPoint( center );
  8483. if ( distance < negRadius ) {
  8484. return false;
  8485. }
  8486. }
  8487. return true;
  8488. },
  8489. intersectsBox: function ( box ) {
  8490. var planes = this.planes;
  8491. for ( var i = 0; i < 6; i ++ ) {
  8492. var plane = planes[ i ];
  8493. // corner at max distance
  8494. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8495. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8496. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8497. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8498. return false;
  8499. }
  8500. }
  8501. return true;
  8502. },
  8503. containsPoint: function ( point ) {
  8504. var planes = this.planes;
  8505. for ( var i = 0; i < 6; i ++ ) {
  8506. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8507. return false;
  8508. }
  8509. }
  8510. return true;
  8511. }
  8512. } );
  8513. /**
  8514. * Uniforms library for shared webgl shaders
  8515. */
  8516. var UniformsLib = {
  8517. common: {
  8518. diffuse: { value: new Color( 0xeeeeee ) },
  8519. opacity: { value: 1.0 },
  8520. map: { value: null },
  8521. uvTransform: { value: new Matrix3() },
  8522. uv2Transform: { value: new Matrix3() },
  8523. alphaMap: { value: null },
  8524. },
  8525. specularmap: {
  8526. specularMap: { value: null },
  8527. },
  8528. envmap: {
  8529. envMap: { value: null },
  8530. flipEnvMap: { value: - 1 },
  8531. reflectivity: { value: 1.0 },
  8532. refractionRatio: { value: 0.98 },
  8533. maxMipLevel: { value: 0 }
  8534. },
  8535. aomap: {
  8536. aoMap: { value: null },
  8537. aoMapIntensity: { value: 1 }
  8538. },
  8539. lightmap: {
  8540. lightMap: { value: null },
  8541. lightMapIntensity: { value: 1 }
  8542. },
  8543. emissivemap: {
  8544. emissiveMap: { value: null }
  8545. },
  8546. bumpmap: {
  8547. bumpMap: { value: null },
  8548. bumpScale: { value: 1 }
  8549. },
  8550. normalmap: {
  8551. normalMap: { value: null },
  8552. normalScale: { value: new Vector2( 1, 1 ) }
  8553. },
  8554. displacementmap: {
  8555. displacementMap: { value: null },
  8556. displacementScale: { value: 1 },
  8557. displacementBias: { value: 0 }
  8558. },
  8559. roughnessmap: {
  8560. roughnessMap: { value: null }
  8561. },
  8562. metalnessmap: {
  8563. metalnessMap: { value: null }
  8564. },
  8565. gradientmap: {
  8566. gradientMap: { value: null }
  8567. },
  8568. fog: {
  8569. fogDensity: { value: 0.00025 },
  8570. fogNear: { value: 1 },
  8571. fogFar: { value: 2000 },
  8572. fogColor: { value: new Color( 0xffffff ) }
  8573. },
  8574. lights: {
  8575. ambientLightColor: { value: [] },
  8576. lightProbe: { value: [] },
  8577. directionalLights: { value: [], properties: {
  8578. direction: {},
  8579. color: {}
  8580. } },
  8581. directionalLightShadows: { value: [], properties: {
  8582. shadowBias: {},
  8583. shadowRadius: {},
  8584. shadowMapSize: {}
  8585. } },
  8586. directionalShadowMap: { value: [] },
  8587. directionalShadowMatrix: { value: [] },
  8588. spotLights: { value: [], properties: {
  8589. color: {},
  8590. position: {},
  8591. direction: {},
  8592. distance: {},
  8593. coneCos: {},
  8594. penumbraCos: {},
  8595. decay: {}
  8596. } },
  8597. spotLightShadows: { value: [], properties: {
  8598. shadowBias: {},
  8599. shadowRadius: {},
  8600. shadowMapSize: {}
  8601. } },
  8602. spotShadowMap: { value: [] },
  8603. spotShadowMatrix: { value: [] },
  8604. pointLights: { value: [], properties: {
  8605. color: {},
  8606. position: {},
  8607. decay: {},
  8608. distance: {}
  8609. } },
  8610. pointLightShadows: { value: [], properties: {
  8611. shadowBias: {},
  8612. shadowRadius: {},
  8613. shadowMapSize: {},
  8614. shadowCameraNear: {},
  8615. shadowCameraFar: {}
  8616. } },
  8617. pointShadowMap: { value: [] },
  8618. pointShadowMatrix: { value: [] },
  8619. hemisphereLights: { value: [], properties: {
  8620. direction: {},
  8621. skyColor: {},
  8622. groundColor: {}
  8623. } },
  8624. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8625. rectAreaLights: { value: [], properties: {
  8626. color: {},
  8627. position: {},
  8628. width: {},
  8629. height: {}
  8630. } }
  8631. },
  8632. points: {
  8633. diffuse: { value: new Color( 0xeeeeee ) },
  8634. opacity: { value: 1.0 },
  8635. size: { value: 1.0 },
  8636. scale: { value: 1.0 },
  8637. map: { value: null },
  8638. alphaMap: { value: null },
  8639. uvTransform: { value: new Matrix3() }
  8640. },
  8641. sprite: {
  8642. diffuse: { value: new Color( 0xeeeeee ) },
  8643. opacity: { value: 1.0 },
  8644. center: { value: new Vector2( 0.5, 0.5 ) },
  8645. rotation: { value: 0.0 },
  8646. map: { value: null },
  8647. alphaMap: { value: null },
  8648. uvTransform: { value: new Matrix3() }
  8649. }
  8650. };
  8651. /**
  8652. * @author mrdoob / http://mrdoob.com/
  8653. */
  8654. function WebGLAnimation() {
  8655. var context = null;
  8656. var isAnimating = false;
  8657. var animationLoop = null;
  8658. function onAnimationFrame( time, frame ) {
  8659. if ( isAnimating === false ) { return; }
  8660. animationLoop( time, frame );
  8661. context.requestAnimationFrame( onAnimationFrame );
  8662. }
  8663. return {
  8664. start: function () {
  8665. if ( isAnimating === true ) { return; }
  8666. if ( animationLoop === null ) { return; }
  8667. context.requestAnimationFrame( onAnimationFrame );
  8668. isAnimating = true;
  8669. },
  8670. stop: function () {
  8671. isAnimating = false;
  8672. },
  8673. setAnimationLoop: function ( callback ) {
  8674. animationLoop = callback;
  8675. },
  8676. setContext: function ( value ) {
  8677. context = value;
  8678. }
  8679. };
  8680. }
  8681. /**
  8682. * @author mrdoob / http://mrdoob.com/
  8683. */
  8684. function WebGLAttributes( gl, capabilities ) {
  8685. var isWebGL2 = capabilities.isWebGL2;
  8686. var buffers = new WeakMap();
  8687. function createBuffer( attribute, bufferType ) {
  8688. var array = attribute.array;
  8689. var usage = attribute.usage;
  8690. var buffer = gl.createBuffer();
  8691. gl.bindBuffer( bufferType, buffer );
  8692. gl.bufferData( bufferType, array, usage );
  8693. attribute.onUploadCallback();
  8694. var type = 5126;
  8695. if ( array instanceof Float32Array ) {
  8696. type = 5126;
  8697. } else if ( array instanceof Float64Array ) {
  8698. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8699. } else if ( array instanceof Uint16Array ) {
  8700. type = 5123;
  8701. } else if ( array instanceof Int16Array ) {
  8702. type = 5122;
  8703. } else if ( array instanceof Uint32Array ) {
  8704. type = 5125;
  8705. } else if ( array instanceof Int32Array ) {
  8706. type = 5124;
  8707. } else if ( array instanceof Int8Array ) {
  8708. type = 5120;
  8709. } else if ( array instanceof Uint8Array ) {
  8710. type = 5121;
  8711. }
  8712. return {
  8713. buffer: buffer,
  8714. type: type,
  8715. bytesPerElement: array.BYTES_PER_ELEMENT,
  8716. version: attribute.version
  8717. };
  8718. }
  8719. function updateBuffer( buffer, attribute, bufferType ) {
  8720. var array = attribute.array;
  8721. var updateRange = attribute.updateRange;
  8722. gl.bindBuffer( bufferType, buffer );
  8723. if ( updateRange.count === - 1 ) {
  8724. // Not using update ranges
  8725. gl.bufferSubData( bufferType, 0, array );
  8726. } else {
  8727. if ( isWebGL2 ) {
  8728. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8729. array, updateRange.offset, updateRange.count );
  8730. } else {
  8731. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8732. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8733. }
  8734. updateRange.count = - 1; // reset range
  8735. }
  8736. }
  8737. //
  8738. function get( attribute ) {
  8739. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8740. return buffers.get( attribute );
  8741. }
  8742. function remove( attribute ) {
  8743. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8744. var data = buffers.get( attribute );
  8745. if ( data ) {
  8746. gl.deleteBuffer( data.buffer );
  8747. buffers.delete( attribute );
  8748. }
  8749. }
  8750. function update( attribute, bufferType ) {
  8751. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8752. var data = buffers.get( attribute );
  8753. if ( data === undefined ) {
  8754. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8755. } else if ( data.version < attribute.version ) {
  8756. updateBuffer( data.buffer, attribute, bufferType );
  8757. data.version = attribute.version;
  8758. }
  8759. }
  8760. return {
  8761. get: get,
  8762. remove: remove,
  8763. update: update
  8764. };
  8765. }
  8766. /**
  8767. * @author mrdoob / http://mrdoob.com/
  8768. * @author Mugen87 / https://github.com/Mugen87
  8769. */
  8770. // PlaneGeometry
  8771. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8772. Geometry.call( this );
  8773. this.type = 'PlaneGeometry';
  8774. this.parameters = {
  8775. width: width,
  8776. height: height,
  8777. widthSegments: widthSegments,
  8778. heightSegments: heightSegments
  8779. };
  8780. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8781. this.mergeVertices();
  8782. }
  8783. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8784. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8785. // PlaneBufferGeometry
  8786. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8787. BufferGeometry.call( this );
  8788. this.type = 'PlaneBufferGeometry';
  8789. this.parameters = {
  8790. width: width,
  8791. height: height,
  8792. widthSegments: widthSegments,
  8793. heightSegments: heightSegments
  8794. };
  8795. width = width || 1;
  8796. height = height || 1;
  8797. var width_half = width / 2;
  8798. var height_half = height / 2;
  8799. var gridX = Math.floor( widthSegments ) || 1;
  8800. var gridY = Math.floor( heightSegments ) || 1;
  8801. var gridX1 = gridX + 1;
  8802. var gridY1 = gridY + 1;
  8803. var segment_width = width / gridX;
  8804. var segment_height = height / gridY;
  8805. // buffers
  8806. var indices = [];
  8807. var vertices = [];
  8808. var normals = [];
  8809. var uvs = [];
  8810. // generate vertices, normals and uvs
  8811. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8812. var y = iy * segment_height - height_half;
  8813. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8814. var x = ix * segment_width - width_half;
  8815. vertices.push( x, - y, 0 );
  8816. normals.push( 0, 0, 1 );
  8817. uvs.push( ix / gridX );
  8818. uvs.push( 1 - ( iy / gridY ) );
  8819. }
  8820. }
  8821. // indices
  8822. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8823. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8824. var a = ix$1 + gridX1 * iy$1;
  8825. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8826. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8827. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8828. // faces
  8829. indices.push( a, b, d );
  8830. indices.push( b, c, d );
  8831. }
  8832. }
  8833. // build geometry
  8834. this.setIndex( indices );
  8835. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8836. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8837. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8838. }
  8839. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8840. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8841. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8842. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8843. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8844. 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";
  8845. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8846. var begin_vertex = "vec3 transformed = vec3( position );";
  8847. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8848. 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";
  8849. 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";
  8850. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8851. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8852. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8853. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8854. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8855. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8856. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8857. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8858. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8859. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8860. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8861. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8862. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8863. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8864. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8865. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8866. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8867. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8868. 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";
  8869. 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";
  8870. 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";
  8871. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8872. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8873. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8874. 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";
  8875. 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";
  8876. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8877. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8878. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8879. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8880. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8881. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8882. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8883. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8884. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8885. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8886. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8887. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8888. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8889. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8890. 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";
  8891. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8892. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8893. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8894. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8895. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8896. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8897. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8898. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8899. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8900. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8901. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8902. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8903. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8904. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8905. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8906. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8907. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8908. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8909. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8910. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8911. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8912. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8913. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8914. 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";
  8915. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8916. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8917. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8918. 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";
  8919. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8920. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8921. 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";
  8922. 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";
  8923. 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";
  8924. 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";
  8925. 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";
  8926. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8927. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8928. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color *= toneMappingExposure;\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}";
  8929. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8930. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8931. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8932. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8933. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8934. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8935. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8936. 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}";
  8937. 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}";
  8938. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8939. 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}";
  8940. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8941. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8942. 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}";
  8943. 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}";
  8944. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8945. 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}";
  8946. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8947. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8948. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8949. 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}";
  8950. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8951. 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}";
  8952. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8953. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8954. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8955. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8956. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8957. 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}";
  8958. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8959. 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}";
  8960. 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}";
  8961. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8962. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8963. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8964. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8965. 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}";
  8966. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8967. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8968. var ShaderChunk = {
  8969. alphamap_fragment: alphamap_fragment,
  8970. alphamap_pars_fragment: alphamap_pars_fragment,
  8971. alphatest_fragment: alphatest_fragment,
  8972. aomap_fragment: aomap_fragment,
  8973. aomap_pars_fragment: aomap_pars_fragment,
  8974. begin_vertex: begin_vertex,
  8975. beginnormal_vertex: beginnormal_vertex,
  8976. bsdfs: bsdfs,
  8977. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8978. clipping_planes_fragment: clipping_planes_fragment,
  8979. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8980. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8981. clipping_planes_vertex: clipping_planes_vertex,
  8982. color_fragment: color_fragment,
  8983. color_pars_fragment: color_pars_fragment,
  8984. color_pars_vertex: color_pars_vertex,
  8985. color_vertex: color_vertex,
  8986. common: common,
  8987. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8988. defaultnormal_vertex: defaultnormal_vertex,
  8989. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8990. displacementmap_vertex: displacementmap_vertex,
  8991. emissivemap_fragment: emissivemap_fragment,
  8992. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8993. encodings_fragment: encodings_fragment,
  8994. encodings_pars_fragment: encodings_pars_fragment,
  8995. envmap_fragment: envmap_fragment,
  8996. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8997. envmap_pars_fragment: envmap_pars_fragment,
  8998. envmap_pars_vertex: envmap_pars_vertex,
  8999. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9000. envmap_vertex: envmap_vertex,
  9001. fog_vertex: fog_vertex,
  9002. fog_pars_vertex: fog_pars_vertex,
  9003. fog_fragment: fog_fragment,
  9004. fog_pars_fragment: fog_pars_fragment,
  9005. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9006. lightmap_fragment: lightmap_fragment,
  9007. lightmap_pars_fragment: lightmap_pars_fragment,
  9008. lights_lambert_vertex: lights_lambert_vertex,
  9009. lights_pars_begin: lights_pars_begin,
  9010. lights_toon_fragment: lights_toon_fragment,
  9011. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9012. lights_phong_fragment: lights_phong_fragment,
  9013. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9014. lights_physical_fragment: lights_physical_fragment,
  9015. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9016. lights_fragment_begin: lights_fragment_begin,
  9017. lights_fragment_maps: lights_fragment_maps,
  9018. lights_fragment_end: lights_fragment_end,
  9019. logdepthbuf_fragment: logdepthbuf_fragment,
  9020. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9021. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9022. logdepthbuf_vertex: logdepthbuf_vertex,
  9023. map_fragment: map_fragment,
  9024. map_pars_fragment: map_pars_fragment,
  9025. map_particle_fragment: map_particle_fragment,
  9026. map_particle_pars_fragment: map_particle_pars_fragment,
  9027. metalnessmap_fragment: metalnessmap_fragment,
  9028. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9029. morphnormal_vertex: morphnormal_vertex,
  9030. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9031. morphtarget_vertex: morphtarget_vertex,
  9032. normal_fragment_begin: normal_fragment_begin,
  9033. normal_fragment_maps: normal_fragment_maps,
  9034. normalmap_pars_fragment: normalmap_pars_fragment,
  9035. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9036. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9037. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9038. packing: packing,
  9039. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9040. project_vertex: project_vertex,
  9041. dithering_fragment: dithering_fragment,
  9042. dithering_pars_fragment: dithering_pars_fragment,
  9043. roughnessmap_fragment: roughnessmap_fragment,
  9044. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9045. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9046. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9047. shadowmap_vertex: shadowmap_vertex,
  9048. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9049. skinbase_vertex: skinbase_vertex,
  9050. skinning_pars_vertex: skinning_pars_vertex,
  9051. skinning_vertex: skinning_vertex,
  9052. skinnormal_vertex: skinnormal_vertex,
  9053. specularmap_fragment: specularmap_fragment,
  9054. specularmap_pars_fragment: specularmap_pars_fragment,
  9055. tonemapping_fragment: tonemapping_fragment,
  9056. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9057. uv_pars_fragment: uv_pars_fragment,
  9058. uv_pars_vertex: uv_pars_vertex,
  9059. uv_vertex: uv_vertex,
  9060. uv2_pars_fragment: uv2_pars_fragment,
  9061. uv2_pars_vertex: uv2_pars_vertex,
  9062. uv2_vertex: uv2_vertex,
  9063. worldpos_vertex: worldpos_vertex,
  9064. background_frag: background_frag,
  9065. background_vert: background_vert,
  9066. cube_frag: cube_frag,
  9067. cube_vert: cube_vert,
  9068. depth_frag: depth_frag,
  9069. depth_vert: depth_vert,
  9070. distanceRGBA_frag: distanceRGBA_frag,
  9071. distanceRGBA_vert: distanceRGBA_vert,
  9072. equirect_frag: equirect_frag,
  9073. equirect_vert: equirect_vert,
  9074. linedashed_frag: linedashed_frag,
  9075. linedashed_vert: linedashed_vert,
  9076. meshbasic_frag: meshbasic_frag,
  9077. meshbasic_vert: meshbasic_vert,
  9078. meshlambert_frag: meshlambert_frag,
  9079. meshlambert_vert: meshlambert_vert,
  9080. meshmatcap_frag: meshmatcap_frag,
  9081. meshmatcap_vert: meshmatcap_vert,
  9082. meshtoon_frag: meshtoon_frag,
  9083. meshtoon_vert: meshtoon_vert,
  9084. meshphong_frag: meshphong_frag,
  9085. meshphong_vert: meshphong_vert,
  9086. meshphysical_frag: meshphysical_frag,
  9087. meshphysical_vert: meshphysical_vert,
  9088. normal_frag: normal_frag,
  9089. normal_vert: normal_vert,
  9090. points_frag: points_frag,
  9091. points_vert: points_vert,
  9092. shadow_frag: shadow_frag,
  9093. shadow_vert: shadow_vert,
  9094. sprite_frag: sprite_frag,
  9095. sprite_vert: sprite_vert
  9096. };
  9097. /**
  9098. * @author alteredq / http://alteredqualia.com/
  9099. * @author mrdoob / http://mrdoob.com/
  9100. * @author mikael emtinger / http://gomo.se/
  9101. */
  9102. var ShaderLib = {
  9103. basic: {
  9104. uniforms: mergeUniforms( [
  9105. UniformsLib.common,
  9106. UniformsLib.specularmap,
  9107. UniformsLib.envmap,
  9108. UniformsLib.aomap,
  9109. UniformsLib.lightmap,
  9110. UniformsLib.fog
  9111. ] ),
  9112. vertexShader: ShaderChunk.meshbasic_vert,
  9113. fragmentShader: ShaderChunk.meshbasic_frag
  9114. },
  9115. lambert: {
  9116. uniforms: mergeUniforms( [
  9117. UniformsLib.common,
  9118. UniformsLib.specularmap,
  9119. UniformsLib.envmap,
  9120. UniformsLib.aomap,
  9121. UniformsLib.lightmap,
  9122. UniformsLib.emissivemap,
  9123. UniformsLib.fog,
  9124. UniformsLib.lights,
  9125. {
  9126. emissive: { value: new Color( 0x000000 ) }
  9127. }
  9128. ] ),
  9129. vertexShader: ShaderChunk.meshlambert_vert,
  9130. fragmentShader: ShaderChunk.meshlambert_frag
  9131. },
  9132. phong: {
  9133. uniforms: mergeUniforms( [
  9134. UniformsLib.common,
  9135. UniformsLib.specularmap,
  9136. UniformsLib.envmap,
  9137. UniformsLib.aomap,
  9138. UniformsLib.lightmap,
  9139. UniformsLib.emissivemap,
  9140. UniformsLib.bumpmap,
  9141. UniformsLib.normalmap,
  9142. UniformsLib.displacementmap,
  9143. UniformsLib.fog,
  9144. UniformsLib.lights,
  9145. {
  9146. emissive: { value: new Color( 0x000000 ) },
  9147. specular: { value: new Color( 0x111111 ) },
  9148. shininess: { value: 30 }
  9149. }
  9150. ] ),
  9151. vertexShader: ShaderChunk.meshphong_vert,
  9152. fragmentShader: ShaderChunk.meshphong_frag
  9153. },
  9154. standard: {
  9155. uniforms: mergeUniforms( [
  9156. UniformsLib.common,
  9157. UniformsLib.envmap,
  9158. UniformsLib.aomap,
  9159. UniformsLib.lightmap,
  9160. UniformsLib.emissivemap,
  9161. UniformsLib.bumpmap,
  9162. UniformsLib.normalmap,
  9163. UniformsLib.displacementmap,
  9164. UniformsLib.roughnessmap,
  9165. UniformsLib.metalnessmap,
  9166. UniformsLib.fog,
  9167. UniformsLib.lights,
  9168. {
  9169. emissive: { value: new Color( 0x000000 ) },
  9170. roughness: { value: 1.0 },
  9171. metalness: { value: 0.0 },
  9172. envMapIntensity: { value: 1 } // temporary
  9173. }
  9174. ] ),
  9175. vertexShader: ShaderChunk.meshphysical_vert,
  9176. fragmentShader: ShaderChunk.meshphysical_frag
  9177. },
  9178. toon: {
  9179. uniforms: mergeUniforms( [
  9180. UniformsLib.common,
  9181. UniformsLib.specularmap,
  9182. UniformsLib.aomap,
  9183. UniformsLib.lightmap,
  9184. UniformsLib.emissivemap,
  9185. UniformsLib.bumpmap,
  9186. UniformsLib.normalmap,
  9187. UniformsLib.displacementmap,
  9188. UniformsLib.gradientmap,
  9189. UniformsLib.fog,
  9190. UniformsLib.lights,
  9191. {
  9192. emissive: { value: new Color( 0x000000 ) },
  9193. specular: { value: new Color( 0x111111 ) },
  9194. shininess: { value: 30 }
  9195. }
  9196. ] ),
  9197. vertexShader: ShaderChunk.meshtoon_vert,
  9198. fragmentShader: ShaderChunk.meshtoon_frag
  9199. },
  9200. matcap: {
  9201. uniforms: mergeUniforms( [
  9202. UniformsLib.common,
  9203. UniformsLib.bumpmap,
  9204. UniformsLib.normalmap,
  9205. UniformsLib.displacementmap,
  9206. UniformsLib.fog,
  9207. {
  9208. matcap: { value: null }
  9209. }
  9210. ] ),
  9211. vertexShader: ShaderChunk.meshmatcap_vert,
  9212. fragmentShader: ShaderChunk.meshmatcap_frag
  9213. },
  9214. points: {
  9215. uniforms: mergeUniforms( [
  9216. UniformsLib.points,
  9217. UniformsLib.fog
  9218. ] ),
  9219. vertexShader: ShaderChunk.points_vert,
  9220. fragmentShader: ShaderChunk.points_frag
  9221. },
  9222. dashed: {
  9223. uniforms: mergeUniforms( [
  9224. UniformsLib.common,
  9225. UniformsLib.fog,
  9226. {
  9227. scale: { value: 1 },
  9228. dashSize: { value: 1 },
  9229. totalSize: { value: 2 }
  9230. }
  9231. ] ),
  9232. vertexShader: ShaderChunk.linedashed_vert,
  9233. fragmentShader: ShaderChunk.linedashed_frag
  9234. },
  9235. depth: {
  9236. uniforms: mergeUniforms( [
  9237. UniformsLib.common,
  9238. UniformsLib.displacementmap
  9239. ] ),
  9240. vertexShader: ShaderChunk.depth_vert,
  9241. fragmentShader: ShaderChunk.depth_frag
  9242. },
  9243. normal: {
  9244. uniforms: mergeUniforms( [
  9245. UniformsLib.common,
  9246. UniformsLib.bumpmap,
  9247. UniformsLib.normalmap,
  9248. UniformsLib.displacementmap,
  9249. {
  9250. opacity: { value: 1.0 }
  9251. }
  9252. ] ),
  9253. vertexShader: ShaderChunk.normal_vert,
  9254. fragmentShader: ShaderChunk.normal_frag
  9255. },
  9256. sprite: {
  9257. uniforms: mergeUniforms( [
  9258. UniformsLib.sprite,
  9259. UniformsLib.fog
  9260. ] ),
  9261. vertexShader: ShaderChunk.sprite_vert,
  9262. fragmentShader: ShaderChunk.sprite_frag
  9263. },
  9264. background: {
  9265. uniforms: {
  9266. uvTransform: { value: new Matrix3() },
  9267. t2D: { value: null },
  9268. },
  9269. vertexShader: ShaderChunk.background_vert,
  9270. fragmentShader: ShaderChunk.background_frag
  9271. },
  9272. /* -------------------------------------------------------------------------
  9273. // Cube map shader
  9274. ------------------------------------------------------------------------- */
  9275. cube: {
  9276. uniforms: mergeUniforms( [
  9277. UniformsLib.envmap,
  9278. {
  9279. opacity: { value: 1.0 }
  9280. }
  9281. ] ),
  9282. vertexShader: ShaderChunk.cube_vert,
  9283. fragmentShader: ShaderChunk.cube_frag
  9284. },
  9285. equirect: {
  9286. uniforms: {
  9287. tEquirect: { value: null },
  9288. },
  9289. vertexShader: ShaderChunk.equirect_vert,
  9290. fragmentShader: ShaderChunk.equirect_frag
  9291. },
  9292. distanceRGBA: {
  9293. uniforms: mergeUniforms( [
  9294. UniformsLib.common,
  9295. UniformsLib.displacementmap,
  9296. {
  9297. referencePosition: { value: new Vector3() },
  9298. nearDistance: { value: 1 },
  9299. farDistance: { value: 1000 }
  9300. }
  9301. ] ),
  9302. vertexShader: ShaderChunk.distanceRGBA_vert,
  9303. fragmentShader: ShaderChunk.distanceRGBA_frag
  9304. },
  9305. shadow: {
  9306. uniforms: mergeUniforms( [
  9307. UniformsLib.lights,
  9308. UniformsLib.fog,
  9309. {
  9310. color: { value: new Color( 0x00000 ) },
  9311. opacity: { value: 1.0 }
  9312. } ] ),
  9313. vertexShader: ShaderChunk.shadow_vert,
  9314. fragmentShader: ShaderChunk.shadow_frag
  9315. }
  9316. };
  9317. ShaderLib.physical = {
  9318. uniforms: mergeUniforms( [
  9319. ShaderLib.standard.uniforms,
  9320. {
  9321. clearcoat: { value: 0 },
  9322. clearcoatMap: { value: null },
  9323. clearcoatRoughness: { value: 0 },
  9324. clearcoatRoughnessMap: { value: null },
  9325. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9326. clearcoatNormalMap: { value: null },
  9327. sheen: { value: new Color( 0x000000 ) },
  9328. transparency: { value: 0 },
  9329. }
  9330. ] ),
  9331. vertexShader: ShaderChunk.meshphysical_vert,
  9332. fragmentShader: ShaderChunk.meshphysical_frag
  9333. };
  9334. /**
  9335. * @author mrdoob / http://mrdoob.com/
  9336. */
  9337. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9338. var clearColor = new Color( 0x000000 );
  9339. var clearAlpha = 0;
  9340. var planeMesh;
  9341. var boxMesh;
  9342. var currentBackground = null;
  9343. var currentBackgroundVersion = 0;
  9344. var currentTonemapping = null;
  9345. function render( renderList, scene, camera, forceClear ) {
  9346. var background = scene.isScene === true ? scene.background : null;
  9347. // Ignore background in AR
  9348. // TODO: Reconsider this.
  9349. var xr = renderer.xr;
  9350. var session = xr.getSession && xr.getSession();
  9351. if ( session && session.environmentBlendMode === 'additive' ) {
  9352. background = null;
  9353. }
  9354. if ( background === null ) {
  9355. setClear( clearColor, clearAlpha );
  9356. } else if ( background && background.isColor ) {
  9357. setClear( background, 1 );
  9358. forceClear = true;
  9359. }
  9360. if ( renderer.autoClear || forceClear ) {
  9361. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9362. }
  9363. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9364. if ( boxMesh === undefined ) {
  9365. boxMesh = new Mesh(
  9366. new BoxBufferGeometry( 1, 1, 1 ),
  9367. new ShaderMaterial( {
  9368. name: 'BackgroundCubeMaterial',
  9369. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9370. vertexShader: ShaderLib.cube.vertexShader,
  9371. fragmentShader: ShaderLib.cube.fragmentShader,
  9372. side: BackSide,
  9373. depthTest: false,
  9374. depthWrite: false,
  9375. fog: false
  9376. } )
  9377. );
  9378. boxMesh.geometry.deleteAttribute( 'normal' );
  9379. boxMesh.geometry.deleteAttribute( 'uv' );
  9380. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9381. this.matrixWorld.copyPosition( camera.matrixWorld );
  9382. };
  9383. // enable code injection for non-built-in material
  9384. Object.defineProperty( boxMesh.material, 'envMap', {
  9385. get: function () {
  9386. return this.uniforms.envMap.value;
  9387. }
  9388. } );
  9389. objects.update( boxMesh );
  9390. }
  9391. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9392. boxMesh.material.uniforms.envMap.value = texture;
  9393. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9394. if ( currentBackground !== background ||
  9395. currentBackgroundVersion !== texture.version ||
  9396. currentTonemapping !== renderer.toneMapping ) {
  9397. boxMesh.material.needsUpdate = true;
  9398. currentBackground = background;
  9399. currentBackgroundVersion = texture.version;
  9400. currentTonemapping = renderer.toneMapping;
  9401. }
  9402. // push to the pre-sorted opaque render list
  9403. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9404. } else if ( background && background.isTexture ) {
  9405. if ( planeMesh === undefined ) {
  9406. planeMesh = new Mesh(
  9407. new PlaneBufferGeometry( 2, 2 ),
  9408. new ShaderMaterial( {
  9409. name: 'BackgroundMaterial',
  9410. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9411. vertexShader: ShaderLib.background.vertexShader,
  9412. fragmentShader: ShaderLib.background.fragmentShader,
  9413. side: FrontSide,
  9414. depthTest: false,
  9415. depthWrite: false,
  9416. fog: false
  9417. } )
  9418. );
  9419. planeMesh.geometry.deleteAttribute( 'normal' );
  9420. // enable code injection for non-built-in material
  9421. Object.defineProperty( planeMesh.material, 'map', {
  9422. get: function () {
  9423. return this.uniforms.t2D.value;
  9424. }
  9425. } );
  9426. objects.update( planeMesh );
  9427. }
  9428. planeMesh.material.uniforms.t2D.value = background;
  9429. if ( background.matrixAutoUpdate === true ) {
  9430. background.updateMatrix();
  9431. }
  9432. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9433. if ( currentBackground !== background ||
  9434. currentBackgroundVersion !== background.version ||
  9435. currentTonemapping !== renderer.toneMapping ) {
  9436. planeMesh.material.needsUpdate = true;
  9437. currentBackground = background;
  9438. currentBackgroundVersion = background.version;
  9439. currentTonemapping = renderer.toneMapping;
  9440. }
  9441. // push to the pre-sorted opaque render list
  9442. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9443. }
  9444. }
  9445. function setClear( color, alpha ) {
  9446. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9447. }
  9448. return {
  9449. getClearColor: function () {
  9450. return clearColor;
  9451. },
  9452. setClearColor: function ( color, alpha ) {
  9453. clearColor.set( color );
  9454. clearAlpha = alpha !== undefined ? alpha : 1;
  9455. setClear( clearColor, clearAlpha );
  9456. },
  9457. getClearAlpha: function () {
  9458. return clearAlpha;
  9459. },
  9460. setClearAlpha: function ( alpha ) {
  9461. clearAlpha = alpha;
  9462. setClear( clearColor, clearAlpha );
  9463. },
  9464. render: render
  9465. };
  9466. }
  9467. /**
  9468. * @author mrdoob / http://mrdoob.com/
  9469. */
  9470. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9471. var isWebGL2 = capabilities.isWebGL2;
  9472. var mode;
  9473. function setMode( value ) {
  9474. mode = value;
  9475. }
  9476. function render( start, count ) {
  9477. gl.drawArrays( mode, start, count );
  9478. info.update( count, mode );
  9479. }
  9480. function renderInstances( geometry, start, count, primcount ) {
  9481. if ( primcount === 0 ) { return; }
  9482. var extension, methodName;
  9483. if ( isWebGL2 ) {
  9484. extension = gl;
  9485. methodName = 'drawArraysInstanced';
  9486. } else {
  9487. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9488. methodName = 'drawArraysInstancedANGLE';
  9489. if ( extension === null ) {
  9490. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9491. return;
  9492. }
  9493. }
  9494. extension[ methodName ]( mode, start, count, primcount );
  9495. info.update( count, mode, primcount );
  9496. }
  9497. //
  9498. this.setMode = setMode;
  9499. this.render = render;
  9500. this.renderInstances = renderInstances;
  9501. }
  9502. /**
  9503. * @author mrdoob / http://mrdoob.com/
  9504. */
  9505. function WebGLCapabilities( gl, extensions, parameters ) {
  9506. var maxAnisotropy;
  9507. function getMaxAnisotropy() {
  9508. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9509. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9510. if ( extension !== null ) {
  9511. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9512. } else {
  9513. maxAnisotropy = 0;
  9514. }
  9515. return maxAnisotropy;
  9516. }
  9517. function getMaxPrecision( precision ) {
  9518. if ( precision === 'highp' ) {
  9519. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9520. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9521. return 'highp';
  9522. }
  9523. precision = 'mediump';
  9524. }
  9525. if ( precision === 'mediump' ) {
  9526. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9527. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9528. return 'mediump';
  9529. }
  9530. }
  9531. return 'lowp';
  9532. }
  9533. /* eslint-disable no-undef */
  9534. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9535. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9536. /* eslint-enable no-undef */
  9537. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9538. var maxPrecision = getMaxPrecision( precision );
  9539. if ( maxPrecision !== precision ) {
  9540. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9541. precision = maxPrecision;
  9542. }
  9543. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9544. var maxTextures = gl.getParameter( 34930 );
  9545. var maxVertexTextures = gl.getParameter( 35660 );
  9546. var maxTextureSize = gl.getParameter( 3379 );
  9547. var maxCubemapSize = gl.getParameter( 34076 );
  9548. var maxAttributes = gl.getParameter( 34921 );
  9549. var maxVertexUniforms = gl.getParameter( 36347 );
  9550. var maxVaryings = gl.getParameter( 36348 );
  9551. var maxFragmentUniforms = gl.getParameter( 36349 );
  9552. var vertexTextures = maxVertexTextures > 0;
  9553. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9554. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9555. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9556. return {
  9557. isWebGL2: isWebGL2,
  9558. getMaxAnisotropy: getMaxAnisotropy,
  9559. getMaxPrecision: getMaxPrecision,
  9560. precision: precision,
  9561. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9562. maxTextures: maxTextures,
  9563. maxVertexTextures: maxVertexTextures,
  9564. maxTextureSize: maxTextureSize,
  9565. maxCubemapSize: maxCubemapSize,
  9566. maxAttributes: maxAttributes,
  9567. maxVertexUniforms: maxVertexUniforms,
  9568. maxVaryings: maxVaryings,
  9569. maxFragmentUniforms: maxFragmentUniforms,
  9570. vertexTextures: vertexTextures,
  9571. floatFragmentTextures: floatFragmentTextures,
  9572. floatVertexTextures: floatVertexTextures,
  9573. maxSamples: maxSamples
  9574. };
  9575. }
  9576. /**
  9577. * @author tschw
  9578. */
  9579. function WebGLClipping() {
  9580. var scope = this;
  9581. var globalState = null,
  9582. numGlobalPlanes = 0,
  9583. localClippingEnabled = false,
  9584. renderingShadows = false;
  9585. var plane = new Plane(),
  9586. viewNormalMatrix = new Matrix3(),
  9587. uniform = { value: null, needsUpdate: false };
  9588. this.uniform = uniform;
  9589. this.numPlanes = 0;
  9590. this.numIntersection = 0;
  9591. this.init = function ( planes, enableLocalClipping, camera ) {
  9592. var enabled =
  9593. planes.length !== 0 ||
  9594. enableLocalClipping ||
  9595. // enable state of previous frame - the clipping code has to
  9596. // run another frame in order to reset the state:
  9597. numGlobalPlanes !== 0 ||
  9598. localClippingEnabled;
  9599. localClippingEnabled = enableLocalClipping;
  9600. globalState = projectPlanes( planes, camera, 0 );
  9601. numGlobalPlanes = planes.length;
  9602. return enabled;
  9603. };
  9604. this.beginShadows = function () {
  9605. renderingShadows = true;
  9606. projectPlanes( null );
  9607. };
  9608. this.endShadows = function () {
  9609. renderingShadows = false;
  9610. resetGlobalState();
  9611. };
  9612. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9613. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9614. // there's no local clipping
  9615. if ( renderingShadows ) {
  9616. // there's no global clipping
  9617. projectPlanes( null );
  9618. } else {
  9619. resetGlobalState();
  9620. }
  9621. } else {
  9622. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9623. lGlobal = nGlobal * 4;
  9624. var dstArray = cache.clippingState || null;
  9625. uniform.value = dstArray; // ensure unique state
  9626. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9627. for ( var i = 0; i !== lGlobal; ++ i ) {
  9628. dstArray[ i ] = globalState[ i ];
  9629. }
  9630. cache.clippingState = dstArray;
  9631. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9632. this.numPlanes += nGlobal;
  9633. }
  9634. };
  9635. function resetGlobalState() {
  9636. if ( uniform.value !== globalState ) {
  9637. uniform.value = globalState;
  9638. uniform.needsUpdate = numGlobalPlanes > 0;
  9639. }
  9640. scope.numPlanes = numGlobalPlanes;
  9641. scope.numIntersection = 0;
  9642. }
  9643. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9644. var nPlanes = planes !== null ? planes.length : 0,
  9645. dstArray = null;
  9646. if ( nPlanes !== 0 ) {
  9647. dstArray = uniform.value;
  9648. if ( skipTransform !== true || dstArray === null ) {
  9649. var flatSize = dstOffset + nPlanes * 4,
  9650. viewMatrix = camera.matrixWorldInverse;
  9651. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9652. if ( dstArray === null || dstArray.length < flatSize ) {
  9653. dstArray = new Float32Array( flatSize );
  9654. }
  9655. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9656. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9657. plane.normal.toArray( dstArray, i4 );
  9658. dstArray[ i4 + 3 ] = plane.constant;
  9659. }
  9660. }
  9661. uniform.value = dstArray;
  9662. uniform.needsUpdate = true;
  9663. }
  9664. scope.numPlanes = nPlanes;
  9665. scope.numIntersection = 0;
  9666. return dstArray;
  9667. }
  9668. }
  9669. /**
  9670. * @author mrdoob / http://mrdoob.com/
  9671. */
  9672. function WebGLExtensions( gl ) {
  9673. var extensions = {};
  9674. return {
  9675. get: function ( name ) {
  9676. if ( extensions[ name ] !== undefined ) {
  9677. return extensions[ name ];
  9678. }
  9679. var extension;
  9680. switch ( name ) {
  9681. case 'WEBGL_depth_texture':
  9682. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9683. break;
  9684. case 'EXT_texture_filter_anisotropic':
  9685. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9686. break;
  9687. case 'WEBGL_compressed_texture_s3tc':
  9688. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9689. break;
  9690. case 'WEBGL_compressed_texture_pvrtc':
  9691. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9692. break;
  9693. default:
  9694. extension = gl.getExtension( name );
  9695. }
  9696. if ( extension === null ) {
  9697. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9698. }
  9699. extensions[ name ] = extension;
  9700. return extension;
  9701. }
  9702. };
  9703. }
  9704. /**
  9705. * @author mrdoob / http://mrdoob.com/
  9706. */
  9707. function WebGLGeometries( gl, attributes, info ) {
  9708. var geometries = new WeakMap();
  9709. var wireframeAttributes = new WeakMap();
  9710. function onGeometryDispose( event ) {
  9711. var geometry = event.target;
  9712. var buffergeometry = geometries.get( geometry );
  9713. if ( buffergeometry.index !== null ) {
  9714. attributes.remove( buffergeometry.index );
  9715. }
  9716. for ( var name in buffergeometry.attributes ) {
  9717. attributes.remove( buffergeometry.attributes[ name ] );
  9718. }
  9719. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9720. geometries.delete( geometry );
  9721. var attribute = wireframeAttributes.get( buffergeometry );
  9722. if ( attribute ) {
  9723. attributes.remove( attribute );
  9724. wireframeAttributes.delete( buffergeometry );
  9725. }
  9726. //
  9727. info.memory.geometries --;
  9728. }
  9729. function get( object, geometry ) {
  9730. var buffergeometry = geometries.get( geometry );
  9731. if ( buffergeometry ) { return buffergeometry; }
  9732. geometry.addEventListener( 'dispose', onGeometryDispose );
  9733. if ( geometry.isBufferGeometry ) {
  9734. buffergeometry = geometry;
  9735. } else if ( geometry.isGeometry ) {
  9736. if ( geometry._bufferGeometry === undefined ) {
  9737. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9738. }
  9739. buffergeometry = geometry._bufferGeometry;
  9740. }
  9741. geometries.set( geometry, buffergeometry );
  9742. info.memory.geometries ++;
  9743. return buffergeometry;
  9744. }
  9745. function update( geometry ) {
  9746. var index = geometry.index;
  9747. var geometryAttributes = geometry.attributes;
  9748. if ( index !== null ) {
  9749. attributes.update( index, 34963 );
  9750. }
  9751. for ( var name in geometryAttributes ) {
  9752. attributes.update( geometryAttributes[ name ], 34962 );
  9753. }
  9754. // morph targets
  9755. var morphAttributes = geometry.morphAttributes;
  9756. for ( var name$1 in morphAttributes ) {
  9757. var array = morphAttributes[ name$1 ];
  9758. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9759. attributes.update( array[ i ], 34962 );
  9760. }
  9761. }
  9762. }
  9763. function updateWireframeAttribute( geometry ) {
  9764. var indices = [];
  9765. var geometryIndex = geometry.index;
  9766. var geometryPosition = geometry.attributes.position;
  9767. var version = 0;
  9768. if ( geometryIndex !== null ) {
  9769. var array = geometryIndex.array;
  9770. version = geometryIndex.version;
  9771. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9772. var a = array[ i + 0 ];
  9773. var b = array[ i + 1 ];
  9774. var c = array[ i + 2 ];
  9775. indices.push( a, b, b, c, c, a );
  9776. }
  9777. } else {
  9778. var array$1 = geometryPosition.array;
  9779. version = geometryPosition.version;
  9780. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  9781. var a$1 = i$1 + 0;
  9782. var b$1 = i$1 + 1;
  9783. var c$1 = i$1 + 2;
  9784. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  9785. }
  9786. }
  9787. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9788. attribute.version = version;
  9789. attributes.update( attribute, 34963 );
  9790. //
  9791. var previousAttribute = wireframeAttributes.get( geometry );
  9792. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9793. //
  9794. wireframeAttributes.set( geometry, attribute );
  9795. }
  9796. function getWireframeAttribute( geometry ) {
  9797. var currentAttribute = wireframeAttributes.get( geometry );
  9798. if ( currentAttribute ) {
  9799. var geometryIndex = geometry.index;
  9800. if ( geometryIndex !== null ) {
  9801. // if the attribute is obsolete, create a new one
  9802. if ( currentAttribute.version < geometryIndex.version ) {
  9803. updateWireframeAttribute( geometry );
  9804. }
  9805. }
  9806. } else {
  9807. updateWireframeAttribute( geometry );
  9808. }
  9809. return wireframeAttributes.get( geometry );
  9810. }
  9811. return {
  9812. get: get,
  9813. update: update,
  9814. getWireframeAttribute: getWireframeAttribute
  9815. };
  9816. }
  9817. /**
  9818. * @author mrdoob / http://mrdoob.com/
  9819. */
  9820. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9821. var isWebGL2 = capabilities.isWebGL2;
  9822. var mode;
  9823. function setMode( value ) {
  9824. mode = value;
  9825. }
  9826. var type, bytesPerElement;
  9827. function setIndex( value ) {
  9828. type = value.type;
  9829. bytesPerElement = value.bytesPerElement;
  9830. }
  9831. function render( start, count ) {
  9832. gl.drawElements( mode, count, type, start * bytesPerElement );
  9833. info.update( count, mode );
  9834. }
  9835. function renderInstances( geometry, start, count, primcount ) {
  9836. if ( primcount === 0 ) { return; }
  9837. var extension, methodName;
  9838. if ( isWebGL2 ) {
  9839. extension = gl;
  9840. methodName = 'drawElementsInstanced';
  9841. } else {
  9842. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9843. methodName = 'drawElementsInstancedANGLE';
  9844. if ( extension === null ) {
  9845. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9846. return;
  9847. }
  9848. }
  9849. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9850. info.update( count, mode, primcount );
  9851. }
  9852. //
  9853. this.setMode = setMode;
  9854. this.setIndex = setIndex;
  9855. this.render = render;
  9856. this.renderInstances = renderInstances;
  9857. }
  9858. /**
  9859. * @author Mugen87 / https://github.com/Mugen87
  9860. */
  9861. function WebGLInfo( gl ) {
  9862. var memory = {
  9863. geometries: 0,
  9864. textures: 0
  9865. };
  9866. var render = {
  9867. frame: 0,
  9868. calls: 0,
  9869. triangles: 0,
  9870. points: 0,
  9871. lines: 0
  9872. };
  9873. function update( count, mode, instanceCount ) {
  9874. instanceCount = instanceCount || 1;
  9875. render.calls ++;
  9876. switch ( mode ) {
  9877. case 4:
  9878. render.triangles += instanceCount * ( count / 3 );
  9879. break;
  9880. case 1:
  9881. render.lines += instanceCount * ( count / 2 );
  9882. break;
  9883. case 3:
  9884. render.lines += instanceCount * ( count - 1 );
  9885. break;
  9886. case 2:
  9887. render.lines += instanceCount * count;
  9888. break;
  9889. case 0:
  9890. render.points += instanceCount * count;
  9891. break;
  9892. default:
  9893. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9894. break;
  9895. }
  9896. }
  9897. function reset() {
  9898. render.frame ++;
  9899. render.calls = 0;
  9900. render.triangles = 0;
  9901. render.points = 0;
  9902. render.lines = 0;
  9903. }
  9904. return {
  9905. memory: memory,
  9906. render: render,
  9907. programs: null,
  9908. autoReset: true,
  9909. reset: reset,
  9910. update: update
  9911. };
  9912. }
  9913. /**
  9914. * @author mrdoob / http://mrdoob.com/
  9915. */
  9916. function absNumericalSort( a, b ) {
  9917. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9918. }
  9919. function WebGLMorphtargets( gl ) {
  9920. var influencesList = {};
  9921. var morphInfluences = new Float32Array( 8 );
  9922. function update( object, geometry, material, program ) {
  9923. var objectInfluences = object.morphTargetInfluences;
  9924. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9925. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9926. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9927. var influences = influencesList[ geometry.id ];
  9928. if ( influences === undefined ) {
  9929. // initialise list
  9930. influences = [];
  9931. for ( var i = 0; i < length; i ++ ) {
  9932. influences[ i ] = [ i, 0 ];
  9933. }
  9934. influencesList[ geometry.id ] = influences;
  9935. }
  9936. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9937. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9938. // Remove current morphAttributes
  9939. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  9940. var influence = influences[ i$1 ];
  9941. if ( influence[ 1 ] !== 0 ) {
  9942. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i$1 ); }
  9943. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i$1 ); }
  9944. }
  9945. }
  9946. // Collect influences
  9947. for ( var i$2 = 0; i$2 < length; i$2 ++ ) {
  9948. var influence$1 = influences[ i$2 ];
  9949. influence$1[ 0 ] = i$2;
  9950. influence$1[ 1 ] = objectInfluences[ i$2 ];
  9951. }
  9952. influences.sort( absNumericalSort );
  9953. // Add morphAttributes
  9954. var morphInfluencesSum = 0;
  9955. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  9956. var influence$2 = influences[ i$3 ];
  9957. if ( influence$2 ) {
  9958. var index = influence$2[ 0 ];
  9959. var value = influence$2[ 1 ];
  9960. if ( value ) {
  9961. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] ); }
  9962. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] ); }
  9963. morphInfluences[ i$3 ] = value;
  9964. morphInfluencesSum += value;
  9965. continue;
  9966. }
  9967. }
  9968. morphInfluences[ i$3 ] = 0;
  9969. }
  9970. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9971. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9972. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9973. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9974. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9975. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9976. }
  9977. return {
  9978. update: update
  9979. };
  9980. }
  9981. /**
  9982. * @author mrdoob / http://mrdoob.com/
  9983. */
  9984. function WebGLObjects( gl, geometries, attributes, info ) {
  9985. var updateMap = new WeakMap();
  9986. function update( object ) {
  9987. var frame = info.render.frame;
  9988. var geometry = object.geometry;
  9989. var buffergeometry = geometries.get( object, geometry );
  9990. // Update once per frame
  9991. if ( updateMap.get( buffergeometry ) !== frame ) {
  9992. if ( geometry.isGeometry ) {
  9993. buffergeometry.updateFromObject( object );
  9994. }
  9995. geometries.update( buffergeometry );
  9996. updateMap.set( buffergeometry, frame );
  9997. }
  9998. if ( object.isInstancedMesh ) {
  9999. attributes.update( object.instanceMatrix, 34962 );
  10000. }
  10001. return buffergeometry;
  10002. }
  10003. function dispose() {
  10004. updateMap = new WeakMap();
  10005. }
  10006. return {
  10007. update: update,
  10008. dispose: dispose
  10009. };
  10010. }
  10011. /**
  10012. * @author mrdoob / http://mrdoob.com/
  10013. */
  10014. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10015. images = images !== undefined ? images : [];
  10016. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10017. format = format !== undefined ? format : RGBFormat;
  10018. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10019. this.flipY = false;
  10020. }
  10021. CubeTexture.prototype = Object.create( Texture.prototype );
  10022. CubeTexture.prototype.constructor = CubeTexture;
  10023. CubeTexture.prototype.isCubeTexture = true;
  10024. Object.defineProperty( CubeTexture.prototype, 'images', {
  10025. get: function () {
  10026. return this.image;
  10027. },
  10028. set: function ( value ) {
  10029. this.image = value;
  10030. }
  10031. } );
  10032. /**
  10033. * @author Takahiro https://github.com/takahirox
  10034. */
  10035. function DataTexture2DArray( data, width, height, depth ) {
  10036. Texture.call( this, null );
  10037. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10038. this.magFilter = NearestFilter;
  10039. this.minFilter = NearestFilter;
  10040. this.wrapR = ClampToEdgeWrapping;
  10041. this.generateMipmaps = false;
  10042. this.flipY = false;
  10043. this.needsUpdate = true;
  10044. }
  10045. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10046. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10047. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10048. /**
  10049. * @author Artur Trzesiok
  10050. */
  10051. function DataTexture3D( data, width, height, depth ) {
  10052. // We're going to add .setXXX() methods for setting properties later.
  10053. // Users can still set in DataTexture3D directly.
  10054. //
  10055. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10056. // texture.anisotropy = 16;
  10057. //
  10058. // See #14839
  10059. Texture.call( this, null );
  10060. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10061. this.magFilter = NearestFilter;
  10062. this.minFilter = NearestFilter;
  10063. this.wrapR = ClampToEdgeWrapping;
  10064. this.generateMipmaps = false;
  10065. this.flipY = false;
  10066. this.needsUpdate = true;
  10067. }
  10068. DataTexture3D.prototype = Object.create( Texture.prototype );
  10069. DataTexture3D.prototype.constructor = DataTexture3D;
  10070. DataTexture3D.prototype.isDataTexture3D = true;
  10071. /**
  10072. * @author tschw
  10073. * @author Mugen87 / https://github.com/Mugen87
  10074. * @author mrdoob / http://mrdoob.com/
  10075. *
  10076. * Uniforms of a program.
  10077. * Those form a tree structure with a special top-level container for the root,
  10078. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10079. *
  10080. *
  10081. * Properties of inner nodes including the top-level container:
  10082. *
  10083. * .seq - array of nested uniforms
  10084. * .map - nested uniforms by name
  10085. *
  10086. *
  10087. * Methods of all nodes except the top-level container:
  10088. *
  10089. * .setValue( gl, value, [textures] )
  10090. *
  10091. * uploads a uniform value(s)
  10092. * the 'textures' parameter is needed for sampler uniforms
  10093. *
  10094. *
  10095. * Static methods of the top-level container (textures factorizations):
  10096. *
  10097. * .upload( gl, seq, values, textures )
  10098. *
  10099. * sets uniforms in 'seq' to 'values[id].value'
  10100. *
  10101. * .seqWithValue( seq, values ) : filteredSeq
  10102. *
  10103. * filters 'seq' entries with corresponding entry in values
  10104. *
  10105. *
  10106. * Methods of the top-level container (textures factorizations):
  10107. *
  10108. * .setValue( gl, name, value, textures )
  10109. *
  10110. * sets uniform with name 'name' to 'value'
  10111. *
  10112. * .setOptional( gl, obj, prop )
  10113. *
  10114. * like .set for an optional property of the object
  10115. *
  10116. */
  10117. var emptyTexture = new Texture();
  10118. var emptyTexture2dArray = new DataTexture2DArray();
  10119. var emptyTexture3d = new DataTexture3D();
  10120. var emptyCubeTexture = new CubeTexture();
  10121. // --- Utilities ---
  10122. // Array Caches (provide typed arrays for temporary by size)
  10123. var arrayCacheF32 = [];
  10124. var arrayCacheI32 = [];
  10125. // Float32Array caches used for uploading Matrix uniforms
  10126. var mat4array = new Float32Array( 16 );
  10127. var mat3array = new Float32Array( 9 );
  10128. var mat2array = new Float32Array( 4 );
  10129. // Flattening for arrays of vectors and matrices
  10130. function flatten( array, nBlocks, blockSize ) {
  10131. var firstElem = array[ 0 ];
  10132. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10133. // unoptimized: ! isNaN( firstElem )
  10134. // see http://jacksondunstan.com/articles/983
  10135. var n = nBlocks * blockSize,
  10136. r = arrayCacheF32[ n ];
  10137. if ( r === undefined ) {
  10138. r = new Float32Array( n );
  10139. arrayCacheF32[ n ] = r;
  10140. }
  10141. if ( nBlocks !== 0 ) {
  10142. firstElem.toArray( r, 0 );
  10143. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10144. offset += blockSize;
  10145. array[ i ].toArray( r, offset );
  10146. }
  10147. }
  10148. return r;
  10149. }
  10150. function arraysEqual( a, b ) {
  10151. if ( a.length !== b.length ) { return false; }
  10152. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10153. if ( a[ i ] !== b[ i ] ) { return false; }
  10154. }
  10155. return true;
  10156. }
  10157. function copyArray( a, b ) {
  10158. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10159. a[ i ] = b[ i ];
  10160. }
  10161. }
  10162. // Texture unit allocation
  10163. function allocTexUnits( textures, n ) {
  10164. var r = arrayCacheI32[ n ];
  10165. if ( r === undefined ) {
  10166. r = new Int32Array( n );
  10167. arrayCacheI32[ n ] = r;
  10168. }
  10169. for ( var i = 0; i !== n; ++ i ) {
  10170. r[ i ] = textures.allocateTextureUnit();
  10171. }
  10172. return r;
  10173. }
  10174. // --- Setters ---
  10175. // Note: Defining these methods externally, because they come in a bunch
  10176. // and this way their names minify.
  10177. // Single scalar
  10178. function setValueV1f( gl, v ) {
  10179. var cache = this.cache;
  10180. if ( cache[ 0 ] === v ) { return; }
  10181. gl.uniform1f( this.addr, v );
  10182. cache[ 0 ] = v;
  10183. }
  10184. // Single float vector (from flat array or THREE.VectorN)
  10185. function setValueV2f( gl, v ) {
  10186. var cache = this.cache;
  10187. if ( v.x !== undefined ) {
  10188. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10189. gl.uniform2f( this.addr, v.x, v.y );
  10190. cache[ 0 ] = v.x;
  10191. cache[ 1 ] = v.y;
  10192. }
  10193. } else {
  10194. if ( arraysEqual( cache, v ) ) { return; }
  10195. gl.uniform2fv( this.addr, v );
  10196. copyArray( cache, v );
  10197. }
  10198. }
  10199. function setValueV3f( gl, v ) {
  10200. var cache = this.cache;
  10201. if ( v.x !== undefined ) {
  10202. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10203. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10204. cache[ 0 ] = v.x;
  10205. cache[ 1 ] = v.y;
  10206. cache[ 2 ] = v.z;
  10207. }
  10208. } else if ( v.r !== undefined ) {
  10209. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10210. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10211. cache[ 0 ] = v.r;
  10212. cache[ 1 ] = v.g;
  10213. cache[ 2 ] = v.b;
  10214. }
  10215. } else {
  10216. if ( arraysEqual( cache, v ) ) { return; }
  10217. gl.uniform3fv( this.addr, v );
  10218. copyArray( cache, v );
  10219. }
  10220. }
  10221. function setValueV4f( gl, v ) {
  10222. var cache = this.cache;
  10223. if ( v.x !== undefined ) {
  10224. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10225. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10226. cache[ 0 ] = v.x;
  10227. cache[ 1 ] = v.y;
  10228. cache[ 2 ] = v.z;
  10229. cache[ 3 ] = v.w;
  10230. }
  10231. } else {
  10232. if ( arraysEqual( cache, v ) ) { return; }
  10233. gl.uniform4fv( this.addr, v );
  10234. copyArray( cache, v );
  10235. }
  10236. }
  10237. // Single matrix (from flat array or MatrixN)
  10238. function setValueM2( gl, v ) {
  10239. var cache = this.cache;
  10240. var elements = v.elements;
  10241. if ( elements === undefined ) {
  10242. if ( arraysEqual( cache, v ) ) { return; }
  10243. gl.uniformMatrix2fv( this.addr, false, v );
  10244. copyArray( cache, v );
  10245. } else {
  10246. if ( arraysEqual( cache, elements ) ) { return; }
  10247. mat2array.set( elements );
  10248. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10249. copyArray( cache, elements );
  10250. }
  10251. }
  10252. function setValueM3( gl, v ) {
  10253. var cache = this.cache;
  10254. var elements = v.elements;
  10255. if ( elements === undefined ) {
  10256. if ( arraysEqual( cache, v ) ) { return; }
  10257. gl.uniformMatrix3fv( this.addr, false, v );
  10258. copyArray( cache, v );
  10259. } else {
  10260. if ( arraysEqual( cache, elements ) ) { return; }
  10261. mat3array.set( elements );
  10262. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10263. copyArray( cache, elements );
  10264. }
  10265. }
  10266. function setValueM4( gl, v ) {
  10267. var cache = this.cache;
  10268. var elements = v.elements;
  10269. if ( elements === undefined ) {
  10270. if ( arraysEqual( cache, v ) ) { return; }
  10271. gl.uniformMatrix4fv( this.addr, false, v );
  10272. copyArray( cache, v );
  10273. } else {
  10274. if ( arraysEqual( cache, elements ) ) { return; }
  10275. mat4array.set( elements );
  10276. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10277. copyArray( cache, elements );
  10278. }
  10279. }
  10280. // Single texture (2D / Cube)
  10281. function setValueT1( gl, v, textures ) {
  10282. var cache = this.cache;
  10283. var unit = textures.allocateTextureUnit();
  10284. if ( cache[ 0 ] !== unit ) {
  10285. gl.uniform1i( this.addr, unit );
  10286. cache[ 0 ] = unit;
  10287. }
  10288. textures.safeSetTexture2D( v || emptyTexture, unit );
  10289. }
  10290. function setValueT2DArray1( gl, v, textures ) {
  10291. var cache = this.cache;
  10292. var unit = textures.allocateTextureUnit();
  10293. if ( cache[ 0 ] !== unit ) {
  10294. gl.uniform1i( this.addr, unit );
  10295. cache[ 0 ] = unit;
  10296. }
  10297. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10298. }
  10299. function setValueT3D1( gl, v, textures ) {
  10300. var cache = this.cache;
  10301. var unit = textures.allocateTextureUnit();
  10302. if ( cache[ 0 ] !== unit ) {
  10303. gl.uniform1i( this.addr, unit );
  10304. cache[ 0 ] = unit;
  10305. }
  10306. textures.setTexture3D( v || emptyTexture3d, unit );
  10307. }
  10308. function setValueT6( gl, v, textures ) {
  10309. var cache = this.cache;
  10310. var unit = textures.allocateTextureUnit();
  10311. if ( cache[ 0 ] !== unit ) {
  10312. gl.uniform1i( this.addr, unit );
  10313. cache[ 0 ] = unit;
  10314. }
  10315. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10316. }
  10317. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10318. function setValueV1i( gl, v ) {
  10319. var cache = this.cache;
  10320. if ( cache[ 0 ] === v ) { return; }
  10321. gl.uniform1i( this.addr, v );
  10322. cache[ 0 ] = v;
  10323. }
  10324. function setValueV2i( gl, v ) {
  10325. var cache = this.cache;
  10326. if ( arraysEqual( cache, v ) ) { return; }
  10327. gl.uniform2iv( this.addr, v );
  10328. copyArray( cache, v );
  10329. }
  10330. function setValueV3i( gl, v ) {
  10331. var cache = this.cache;
  10332. if ( arraysEqual( cache, v ) ) { return; }
  10333. gl.uniform3iv( this.addr, v );
  10334. copyArray( cache, v );
  10335. }
  10336. function setValueV4i( gl, v ) {
  10337. var cache = this.cache;
  10338. if ( arraysEqual( cache, v ) ) { return; }
  10339. gl.uniform4iv( this.addr, v );
  10340. copyArray( cache, v );
  10341. }
  10342. // uint
  10343. function setValueV1ui( gl, v ) {
  10344. var cache = this.cache;
  10345. if ( cache[ 0 ] === v ) { return; }
  10346. gl.uniform1ui( this.addr, v );
  10347. cache[ 0 ] = v;
  10348. }
  10349. // Helper to pick the right setter for the singular case
  10350. function getSingularSetter( type ) {
  10351. switch ( type ) {
  10352. case 0x1406: return setValueV1f; // FLOAT
  10353. case 0x8b50: return setValueV2f; // _VEC2
  10354. case 0x8b51: return setValueV3f; // _VEC3
  10355. case 0x8b52: return setValueV4f; // _VEC4
  10356. case 0x8b5a: return setValueM2; // _MAT2
  10357. case 0x8b5b: return setValueM3; // _MAT3
  10358. case 0x8b5c: return setValueM4; // _MAT4
  10359. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10360. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10361. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10362. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10363. case 0x1405: return setValueV1ui; // UINT
  10364. case 0x8b5e: // SAMPLER_2D
  10365. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10366. case 0x8dca: // INT_SAMPLER_2D
  10367. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10368. case 0x8b62: // SAMPLER_2D_SHADOW
  10369. return setValueT1;
  10370. case 0x8b5f: // SAMPLER_3D
  10371. case 0x8dcb: // INT_SAMPLER_3D
  10372. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10373. return setValueT3D1;
  10374. case 0x8b60: // SAMPLER_CUBE
  10375. case 0x8dcc: // INT_SAMPLER_CUBE
  10376. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10377. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10378. return setValueT6;
  10379. case 0x8dc1: // SAMPLER_2D_ARRAY
  10380. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10381. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10382. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10383. return setValueT2DArray1;
  10384. }
  10385. }
  10386. // Array of scalars
  10387. function setValueV1fArray( gl, v ) {
  10388. gl.uniform1fv( this.addr, v );
  10389. }
  10390. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10391. function setValueV1iArray( gl, v ) {
  10392. gl.uniform1iv( this.addr, v );
  10393. }
  10394. function setValueV2iArray( gl, v ) {
  10395. gl.uniform2iv( this.addr, v );
  10396. }
  10397. function setValueV3iArray( gl, v ) {
  10398. gl.uniform3iv( this.addr, v );
  10399. }
  10400. function setValueV4iArray( gl, v ) {
  10401. gl.uniform4iv( this.addr, v );
  10402. }
  10403. // Array of vectors (flat or from THREE classes)
  10404. function setValueV2fArray( gl, v ) {
  10405. var data = flatten( v, this.size, 2 );
  10406. gl.uniform2fv( this.addr, data );
  10407. }
  10408. function setValueV3fArray( gl, v ) {
  10409. var data = flatten( v, this.size, 3 );
  10410. gl.uniform3fv( this.addr, data );
  10411. }
  10412. function setValueV4fArray( gl, v ) {
  10413. var data = flatten( v, this.size, 4 );
  10414. gl.uniform4fv( this.addr, data );
  10415. }
  10416. // Array of matrices (flat or from THREE clases)
  10417. function setValueM2Array( gl, v ) {
  10418. var data = flatten( v, this.size, 4 );
  10419. gl.uniformMatrix2fv( this.addr, false, data );
  10420. }
  10421. function setValueM3Array( gl, v ) {
  10422. var data = flatten( v, this.size, 9 );
  10423. gl.uniformMatrix3fv( this.addr, false, data );
  10424. }
  10425. function setValueM4Array( gl, v ) {
  10426. var data = flatten( v, this.size, 16 );
  10427. gl.uniformMatrix4fv( this.addr, false, data );
  10428. }
  10429. // Array of textures (2D / Cube)
  10430. function setValueT1Array( gl, v, textures ) {
  10431. var n = v.length;
  10432. var units = allocTexUnits( textures, n );
  10433. gl.uniform1iv( this.addr, units );
  10434. for ( var i = 0; i !== n; ++ i ) {
  10435. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10436. }
  10437. }
  10438. function setValueT6Array( gl, v, textures ) {
  10439. var n = v.length;
  10440. var units = allocTexUnits( textures, n );
  10441. gl.uniform1iv( this.addr, units );
  10442. for ( var i = 0; i !== n; ++ i ) {
  10443. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10444. }
  10445. }
  10446. // Helper to pick the right setter for a pure (bottom-level) array
  10447. function getPureArraySetter( type ) {
  10448. switch ( type ) {
  10449. case 0x1406: return setValueV1fArray; // FLOAT
  10450. case 0x8b50: return setValueV2fArray; // _VEC2
  10451. case 0x8b51: return setValueV3fArray; // _VEC3
  10452. case 0x8b52: return setValueV4fArray; // _VEC4
  10453. case 0x8b5a: return setValueM2Array; // _MAT2
  10454. case 0x8b5b: return setValueM3Array; // _MAT3
  10455. case 0x8b5c: return setValueM4Array; // _MAT4
  10456. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10457. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10458. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10459. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10460. case 0x8b5e: // SAMPLER_2D
  10461. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10462. case 0x8dca: // INT_SAMPLER_2D
  10463. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10464. case 0x8b62: // SAMPLER_2D_SHADOW
  10465. return setValueT1Array;
  10466. case 0x8b60: // SAMPLER_CUBE
  10467. case 0x8dcc: // INT_SAMPLER_CUBE
  10468. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10469. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10470. return setValueT6Array;
  10471. }
  10472. }
  10473. // --- Uniform Classes ---
  10474. function SingleUniform( id, activeInfo, addr ) {
  10475. this.id = id;
  10476. this.addr = addr;
  10477. this.cache = [];
  10478. this.setValue = getSingularSetter( activeInfo.type );
  10479. // this.path = activeInfo.name; // DEBUG
  10480. }
  10481. function PureArrayUniform( id, activeInfo, addr ) {
  10482. this.id = id;
  10483. this.addr = addr;
  10484. this.cache = [];
  10485. this.size = activeInfo.size;
  10486. this.setValue = getPureArraySetter( activeInfo.type );
  10487. // this.path = activeInfo.name; // DEBUG
  10488. }
  10489. PureArrayUniform.prototype.updateCache = function ( data ) {
  10490. var cache = this.cache;
  10491. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10492. this.cache = new Float32Array( data.length );
  10493. }
  10494. copyArray( cache, data );
  10495. };
  10496. function StructuredUniform( id ) {
  10497. this.id = id;
  10498. this.seq = [];
  10499. this.map = {};
  10500. }
  10501. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10502. var seq = this.seq;
  10503. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10504. var u = seq[ i ];
  10505. u.setValue( gl, value[ u.id ], textures );
  10506. }
  10507. };
  10508. // --- Top-level ---
  10509. // Parser - builds up the property tree from the path strings
  10510. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10511. // extracts
  10512. // - the identifier (member name or array index)
  10513. // - followed by an optional right bracket (found when array index)
  10514. // - followed by an optional left bracket or dot (type of subscript)
  10515. //
  10516. // Note: These portions can be read in a non-overlapping fashion and
  10517. // allow straightforward parsing of the hierarchy that WebGL encodes
  10518. // in the uniform names.
  10519. function addUniform( container, uniformObject ) {
  10520. container.seq.push( uniformObject );
  10521. container.map[ uniformObject.id ] = uniformObject;
  10522. }
  10523. function parseUniform( activeInfo, addr, container ) {
  10524. var path = activeInfo.name,
  10525. pathLength = path.length;
  10526. // reset RegExp object, because of the early exit of a previous run
  10527. RePathPart.lastIndex = 0;
  10528. while ( true ) {
  10529. var match = RePathPart.exec( path ),
  10530. matchEnd = RePathPart.lastIndex;
  10531. var id = match[ 1 ],
  10532. idIsIndex = match[ 2 ] === ']',
  10533. subscript = match[ 3 ];
  10534. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10535. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10536. // bare name or "pure" bottom-level array "[0]" suffix
  10537. addUniform( container, subscript === undefined ?
  10538. new SingleUniform( id, activeInfo, addr ) :
  10539. new PureArrayUniform( id, activeInfo, addr ) );
  10540. break;
  10541. } else {
  10542. // step into inner node / create it in case it doesn't exist
  10543. var map = container.map;
  10544. var next = map[ id ];
  10545. if ( next === undefined ) {
  10546. next = new StructuredUniform( id );
  10547. addUniform( container, next );
  10548. }
  10549. container = next;
  10550. }
  10551. }
  10552. }
  10553. // Root Container
  10554. function WebGLUniforms( gl, program ) {
  10555. this.seq = [];
  10556. this.map = {};
  10557. var n = gl.getProgramParameter( program, 35718 );
  10558. for ( var i = 0; i < n; ++ i ) {
  10559. var info = gl.getActiveUniform( program, i ),
  10560. addr = gl.getUniformLocation( program, info.name );
  10561. parseUniform( info, addr, this );
  10562. }
  10563. }
  10564. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10565. var u = this.map[ name ];
  10566. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10567. };
  10568. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10569. var v = object[ name ];
  10570. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10571. };
  10572. // Static interface
  10573. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10574. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10575. var u = seq[ i ],
  10576. v = values[ u.id ];
  10577. if ( v.needsUpdate !== false ) {
  10578. // note: always updating when .needsUpdate is undefined
  10579. u.setValue( gl, v.value, textures );
  10580. }
  10581. }
  10582. };
  10583. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10584. var r = [];
  10585. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10586. var u = seq[ i ];
  10587. if ( u.id in values ) { r.push( u ); }
  10588. }
  10589. return r;
  10590. };
  10591. /**
  10592. * @author mrdoob / http://mrdoob.com/
  10593. */
  10594. function WebGLShader( gl, type, string ) {
  10595. var shader = gl.createShader( type );
  10596. gl.shaderSource( shader, string );
  10597. gl.compileShader( shader );
  10598. return shader;
  10599. }
  10600. /**
  10601. * @author mrdoob / http://mrdoob.com/
  10602. */
  10603. var programIdCount = 0;
  10604. function addLineNumbers( string ) {
  10605. var lines = string.split( '\n' );
  10606. for ( var i = 0; i < lines.length; i ++ ) {
  10607. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10608. }
  10609. return lines.join( '\n' );
  10610. }
  10611. function getEncodingComponents( encoding ) {
  10612. switch ( encoding ) {
  10613. case LinearEncoding:
  10614. return [ 'Linear', '( value )' ];
  10615. case sRGBEncoding:
  10616. return [ 'sRGB', '( value )' ];
  10617. case RGBEEncoding:
  10618. return [ 'RGBE', '( value )' ];
  10619. case RGBM7Encoding:
  10620. return [ 'RGBM', '( value, 7.0 )' ];
  10621. case RGBM16Encoding:
  10622. return [ 'RGBM', '( value, 16.0 )' ];
  10623. case RGBDEncoding:
  10624. return [ 'RGBD', '( value, 256.0 )' ];
  10625. case GammaEncoding:
  10626. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10627. case LogLuvEncoding:
  10628. return [ 'LogLuv', '( value )' ];
  10629. default:
  10630. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10631. return [ 'Linear', '( value )' ];
  10632. }
  10633. }
  10634. function getShaderErrors( gl, shader, type ) {
  10635. var status = gl.getShaderParameter( shader, 35713 );
  10636. var log = gl.getShaderInfoLog( shader ).trim();
  10637. if ( status && log === '' ) { return ''; }
  10638. // --enable-privileged-webgl-extension
  10639. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10640. var source = gl.getShaderSource( shader );
  10641. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10642. }
  10643. function getTexelDecodingFunction( functionName, encoding ) {
  10644. var components = getEncodingComponents( encoding );
  10645. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10646. }
  10647. function getTexelEncodingFunction( functionName, encoding ) {
  10648. var components = getEncodingComponents( encoding );
  10649. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10650. }
  10651. function getToneMappingFunction( functionName, toneMapping ) {
  10652. var toneMappingName;
  10653. switch ( toneMapping ) {
  10654. case LinearToneMapping:
  10655. toneMappingName = 'Linear';
  10656. break;
  10657. case ReinhardToneMapping:
  10658. toneMappingName = 'Reinhard';
  10659. break;
  10660. case CineonToneMapping:
  10661. toneMappingName = 'OptimizedCineon';
  10662. break;
  10663. case ACESFilmicToneMapping:
  10664. toneMappingName = 'ACESFilmic';
  10665. break;
  10666. default:
  10667. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  10668. toneMappingName = 'Linear';
  10669. }
  10670. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10671. }
  10672. function generateExtensions( parameters ) {
  10673. var chunks = [
  10674. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10675. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10676. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10677. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10678. ];
  10679. return chunks.filter( filterEmptyLine ).join( '\n' );
  10680. }
  10681. function generateDefines( defines ) {
  10682. var chunks = [];
  10683. for ( var name in defines ) {
  10684. var value = defines[ name ];
  10685. if ( value === false ) { continue; }
  10686. chunks.push( '#define ' + name + ' ' + value );
  10687. }
  10688. return chunks.join( '\n' );
  10689. }
  10690. function fetchAttributeLocations( gl, program ) {
  10691. var attributes = {};
  10692. var n = gl.getProgramParameter( program, 35721 );
  10693. for ( var i = 0; i < n; i ++ ) {
  10694. var info = gl.getActiveAttrib( program, i );
  10695. var name = info.name;
  10696. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10697. attributes[ name ] = gl.getAttribLocation( program, name );
  10698. }
  10699. return attributes;
  10700. }
  10701. function filterEmptyLine( string ) {
  10702. return string !== '';
  10703. }
  10704. function replaceLightNums( string, parameters ) {
  10705. return string
  10706. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10707. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10708. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10709. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10710. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10711. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10712. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10713. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10714. }
  10715. function replaceClippingPlaneNums( string, parameters ) {
  10716. return string
  10717. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10718. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10719. }
  10720. // Resolve Includes
  10721. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10722. function resolveIncludes( string ) {
  10723. return string.replace( includePattern, includeReplacer );
  10724. }
  10725. function includeReplacer( match, include ) {
  10726. var string = ShaderChunk[ include ];
  10727. if ( string === undefined ) {
  10728. throw new Error( 'Can not resolve #include <' + include + '>' );
  10729. }
  10730. return resolveIncludes( string );
  10731. }
  10732. // Unroll Loops
  10733. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10734. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10735. function unrollLoops( string ) {
  10736. return string
  10737. .replace( unrollLoopPattern, loopReplacer )
  10738. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10739. }
  10740. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10741. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10742. return loopReplacer( match, start, end, snippet );
  10743. }
  10744. function loopReplacer( match, start, end, snippet ) {
  10745. var string = '';
  10746. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10747. string += snippet
  10748. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10749. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10750. }
  10751. return string;
  10752. }
  10753. //
  10754. function generatePrecision( parameters ) {
  10755. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10756. if ( parameters.precision === "highp" ) {
  10757. precisionstring += "\n#define HIGH_PRECISION";
  10758. } else if ( parameters.precision === "mediump" ) {
  10759. precisionstring += "\n#define MEDIUM_PRECISION";
  10760. } else if ( parameters.precision === "lowp" ) {
  10761. precisionstring += "\n#define LOW_PRECISION";
  10762. }
  10763. return precisionstring;
  10764. }
  10765. function generateShadowMapTypeDefine( parameters ) {
  10766. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10767. if ( parameters.shadowMapType === PCFShadowMap ) {
  10768. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10769. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10770. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10771. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10772. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10773. }
  10774. return shadowMapTypeDefine;
  10775. }
  10776. function generateEnvMapTypeDefine( parameters ) {
  10777. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10778. if ( parameters.envMap ) {
  10779. switch ( parameters.envMapMode ) {
  10780. case CubeReflectionMapping:
  10781. case CubeRefractionMapping:
  10782. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10783. break;
  10784. case CubeUVReflectionMapping:
  10785. case CubeUVRefractionMapping:
  10786. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10787. break;
  10788. case EquirectangularReflectionMapping:
  10789. case EquirectangularRefractionMapping:
  10790. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10791. break;
  10792. }
  10793. }
  10794. return envMapTypeDefine;
  10795. }
  10796. function generateEnvMapModeDefine( parameters ) {
  10797. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10798. if ( parameters.envMap ) {
  10799. switch ( parameters.envMapMode ) {
  10800. case CubeRefractionMapping:
  10801. case EquirectangularRefractionMapping:
  10802. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10803. break;
  10804. }
  10805. }
  10806. return envMapModeDefine;
  10807. }
  10808. function generateEnvMapBlendingDefine( parameters ) {
  10809. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10810. if ( parameters.envMap ) {
  10811. switch ( parameters.combine ) {
  10812. case MultiplyOperation:
  10813. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10814. break;
  10815. case MixOperation:
  10816. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10817. break;
  10818. case AddOperation:
  10819. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10820. break;
  10821. }
  10822. }
  10823. return envMapBlendingDefine;
  10824. }
  10825. function WebGLProgram( renderer, cacheKey, parameters ) {
  10826. var gl = renderer.getContext();
  10827. var defines = parameters.defines;
  10828. var vertexShader = parameters.vertexShader;
  10829. var fragmentShader = parameters.fragmentShader;
  10830. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10831. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10832. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10833. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10834. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10835. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10836. var customDefines = generateDefines( defines );
  10837. var program = gl.createProgram();
  10838. var prefixVertex, prefixFragment;
  10839. if ( parameters.isRawShaderMaterial ) {
  10840. prefixVertex = [
  10841. customDefines
  10842. ].filter( filterEmptyLine ).join( '\n' );
  10843. if ( prefixVertex.length > 0 ) {
  10844. prefixVertex += '\n';
  10845. }
  10846. prefixFragment = [
  10847. customExtensions,
  10848. customDefines
  10849. ].filter( filterEmptyLine ).join( '\n' );
  10850. if ( prefixFragment.length > 0 ) {
  10851. prefixFragment += '\n';
  10852. }
  10853. } else {
  10854. prefixVertex = [
  10855. generatePrecision( parameters ),
  10856. '#define SHADER_NAME ' + parameters.shaderName,
  10857. customDefines,
  10858. parameters.instancing ? '#define USE_INSTANCING' : '',
  10859. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10860. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10861. '#define MAX_BONES ' + parameters.maxBones,
  10862. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10863. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10864. parameters.map ? '#define USE_MAP' : '',
  10865. parameters.envMap ? '#define USE_ENVMAP' : '',
  10866. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10867. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10868. parameters.aoMap ? '#define USE_AOMAP' : '',
  10869. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10870. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10871. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10872. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10873. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10874. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10875. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10876. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10877. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10878. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10879. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10880. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10881. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10882. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10883. parameters.vertexColors ? '#define USE_COLOR' : '',
  10884. parameters.vertexUvs ? '#define USE_UV' : '',
  10885. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10886. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10887. parameters.skinning ? '#define USE_SKINNING' : '',
  10888. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10889. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10890. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10891. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10892. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10893. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10894. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10895. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10896. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10897. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10898. 'uniform mat4 modelMatrix;',
  10899. 'uniform mat4 modelViewMatrix;',
  10900. 'uniform mat4 projectionMatrix;',
  10901. 'uniform mat4 viewMatrix;',
  10902. 'uniform mat3 normalMatrix;',
  10903. 'uniform vec3 cameraPosition;',
  10904. 'uniform bool isOrthographic;',
  10905. '#ifdef USE_INSTANCING',
  10906. ' attribute mat4 instanceMatrix;',
  10907. '#endif',
  10908. 'attribute vec3 position;',
  10909. 'attribute vec3 normal;',
  10910. 'attribute vec2 uv;',
  10911. '#ifdef USE_TANGENT',
  10912. ' attribute vec4 tangent;',
  10913. '#endif',
  10914. '#ifdef USE_COLOR',
  10915. ' attribute vec3 color;',
  10916. '#endif',
  10917. '#ifdef USE_MORPHTARGETS',
  10918. ' attribute vec3 morphTarget0;',
  10919. ' attribute vec3 morphTarget1;',
  10920. ' attribute vec3 morphTarget2;',
  10921. ' attribute vec3 morphTarget3;',
  10922. ' #ifdef USE_MORPHNORMALS',
  10923. ' attribute vec3 morphNormal0;',
  10924. ' attribute vec3 morphNormal1;',
  10925. ' attribute vec3 morphNormal2;',
  10926. ' attribute vec3 morphNormal3;',
  10927. ' #else',
  10928. ' attribute vec3 morphTarget4;',
  10929. ' attribute vec3 morphTarget5;',
  10930. ' attribute vec3 morphTarget6;',
  10931. ' attribute vec3 morphTarget7;',
  10932. ' #endif',
  10933. '#endif',
  10934. '#ifdef USE_SKINNING',
  10935. ' attribute vec4 skinIndex;',
  10936. ' attribute vec4 skinWeight;',
  10937. '#endif',
  10938. '\n'
  10939. ].filter( filterEmptyLine ).join( '\n' );
  10940. prefixFragment = [
  10941. customExtensions,
  10942. generatePrecision( parameters ),
  10943. '#define SHADER_NAME ' + parameters.shaderName,
  10944. customDefines,
  10945. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10946. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10947. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10948. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10949. parameters.map ? '#define USE_MAP' : '',
  10950. parameters.matcap ? '#define USE_MATCAP' : '',
  10951. parameters.envMap ? '#define USE_ENVMAP' : '',
  10952. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10953. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10954. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10955. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10956. parameters.aoMap ? '#define USE_AOMAP' : '',
  10957. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10958. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10959. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10960. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10961. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10962. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10963. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10964. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10965. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10966. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10967. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10968. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10969. parameters.sheen ? '#define USE_SHEEN' : '',
  10970. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10971. parameters.vertexColors ? '#define USE_COLOR' : '',
  10972. parameters.vertexUvs ? '#define USE_UV' : '',
  10973. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10974. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10975. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10976. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10977. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10978. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10979. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10980. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10981. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10982. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10983. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10984. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10985. 'uniform mat4 viewMatrix;',
  10986. 'uniform vec3 cameraPosition;',
  10987. 'uniform bool isOrthographic;',
  10988. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10989. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10990. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10991. parameters.dithering ? '#define DITHERING' : '',
  10992. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10993. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10994. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10995. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10996. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10997. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10998. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10999. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  11000. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11001. '\n'
  11002. ].filter( filterEmptyLine ).join( '\n' );
  11003. }
  11004. vertexShader = resolveIncludes( vertexShader );
  11005. vertexShader = replaceLightNums( vertexShader, parameters );
  11006. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11007. fragmentShader = resolveIncludes( fragmentShader );
  11008. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11009. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11010. vertexShader = unrollLoops( vertexShader );
  11011. fragmentShader = unrollLoops( fragmentShader );
  11012. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11013. var isGLSL3ShaderMaterial = false;
  11014. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11015. if ( parameters.isShaderMaterial &&
  11016. vertexShader.match( versionRegex ) !== null &&
  11017. fragmentShader.match( versionRegex ) !== null ) {
  11018. isGLSL3ShaderMaterial = true;
  11019. vertexShader = vertexShader.replace( versionRegex, '' );
  11020. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11021. }
  11022. // GLSL 3.0 conversion
  11023. prefixVertex = [
  11024. '#version 300 es\n',
  11025. '#define attribute in',
  11026. '#define varying out',
  11027. '#define texture2D texture'
  11028. ].join( '\n' ) + '\n' + prefixVertex;
  11029. prefixFragment = [
  11030. '#version 300 es\n',
  11031. '#define varying in',
  11032. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11033. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11034. '#define gl_FragDepthEXT gl_FragDepth',
  11035. '#define texture2D texture',
  11036. '#define textureCube texture',
  11037. '#define texture2DProj textureProj',
  11038. '#define texture2DLodEXT textureLod',
  11039. '#define texture2DProjLodEXT textureProjLod',
  11040. '#define textureCubeLodEXT textureLod',
  11041. '#define texture2DGradEXT textureGrad',
  11042. '#define texture2DProjGradEXT textureProjGrad',
  11043. '#define textureCubeGradEXT textureGrad'
  11044. ].join( '\n' ) + '\n' + prefixFragment;
  11045. }
  11046. var vertexGlsl = prefixVertex + vertexShader;
  11047. var fragmentGlsl = prefixFragment + fragmentShader;
  11048. // console.log( '*VERTEX*', vertexGlsl );
  11049. // console.log( '*FRAGMENT*', fragmentGlsl );
  11050. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11051. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11052. gl.attachShader( program, glVertexShader );
  11053. gl.attachShader( program, glFragmentShader );
  11054. // Force a particular attribute to index 0.
  11055. if ( parameters.index0AttributeName !== undefined ) {
  11056. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11057. } else if ( parameters.morphTargets === true ) {
  11058. // programs with morphTargets displace position out of attribute 0
  11059. gl.bindAttribLocation( program, 0, 'position' );
  11060. }
  11061. gl.linkProgram( program );
  11062. // check for link errors
  11063. if ( renderer.debug.checkShaderErrors ) {
  11064. var programLog = gl.getProgramInfoLog( program ).trim();
  11065. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11066. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11067. var runnable = true;
  11068. var haveDiagnostics = true;
  11069. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11070. runnable = false;
  11071. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11072. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11073. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11074. } else if ( programLog !== '' ) {
  11075. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11076. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11077. haveDiagnostics = false;
  11078. }
  11079. if ( haveDiagnostics ) {
  11080. this.diagnostics = {
  11081. runnable: runnable,
  11082. programLog: programLog,
  11083. vertexShader: {
  11084. log: vertexLog,
  11085. prefix: prefixVertex
  11086. },
  11087. fragmentShader: {
  11088. log: fragmentLog,
  11089. prefix: prefixFragment
  11090. }
  11091. };
  11092. }
  11093. }
  11094. // Clean up
  11095. // Crashes in iOS9 and iOS10. #18402
  11096. // gl.detachShader( program, glVertexShader );
  11097. // gl.detachShader( program, glFragmentShader );
  11098. gl.deleteShader( glVertexShader );
  11099. gl.deleteShader( glFragmentShader );
  11100. // set up caching for uniform locations
  11101. var cachedUniforms;
  11102. this.getUniforms = function () {
  11103. if ( cachedUniforms === undefined ) {
  11104. cachedUniforms = new WebGLUniforms( gl, program );
  11105. }
  11106. return cachedUniforms;
  11107. };
  11108. // set up caching for attribute locations
  11109. var cachedAttributes;
  11110. this.getAttributes = function () {
  11111. if ( cachedAttributes === undefined ) {
  11112. cachedAttributes = fetchAttributeLocations( gl, program );
  11113. }
  11114. return cachedAttributes;
  11115. };
  11116. // free resource
  11117. this.destroy = function () {
  11118. gl.deleteProgram( program );
  11119. this.program = undefined;
  11120. };
  11121. //
  11122. this.name = parameters.shaderName;
  11123. this.id = programIdCount ++;
  11124. this.cacheKey = cacheKey;
  11125. this.usedTimes = 1;
  11126. this.program = program;
  11127. this.vertexShader = glVertexShader;
  11128. this.fragmentShader = glFragmentShader;
  11129. return this;
  11130. }
  11131. /**
  11132. * @author mrdoob / http://mrdoob.com/
  11133. */
  11134. function WebGLPrograms( renderer, extensions, capabilities ) {
  11135. var programs = [];
  11136. var isWebGL2 = capabilities.isWebGL2;
  11137. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11138. var floatVertexTextures = capabilities.floatVertexTextures;
  11139. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11140. var vertexTextures = capabilities.vertexTextures;
  11141. var precision = capabilities.precision;
  11142. var shaderIDs = {
  11143. MeshDepthMaterial: 'depth',
  11144. MeshDistanceMaterial: 'distanceRGBA',
  11145. MeshNormalMaterial: 'normal',
  11146. MeshBasicMaterial: 'basic',
  11147. MeshLambertMaterial: 'lambert',
  11148. MeshPhongMaterial: 'phong',
  11149. MeshToonMaterial: 'toon',
  11150. MeshStandardMaterial: 'physical',
  11151. MeshPhysicalMaterial: 'physical',
  11152. MeshMatcapMaterial: 'matcap',
  11153. LineBasicMaterial: 'basic',
  11154. LineDashedMaterial: 'dashed',
  11155. PointsMaterial: 'points',
  11156. ShadowMaterial: 'shadow',
  11157. SpriteMaterial: 'sprite'
  11158. };
  11159. var parameterNames = [
  11160. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11161. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11162. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11163. "roughnessMap", "metalnessMap", "gradientMap",
  11164. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11165. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11166. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11167. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11168. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11169. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11170. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11171. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11172. "sheen"
  11173. ];
  11174. function getShaderObject( material, shaderID ) {
  11175. var shaderobject;
  11176. if ( shaderID ) {
  11177. var shader = ShaderLib[ shaderID ];
  11178. shaderobject = {
  11179. name: material.name || material.type,
  11180. uniforms: UniformsUtils.clone( shader.uniforms ),
  11181. vertexShader: shader.vertexShader,
  11182. fragmentShader: shader.fragmentShader
  11183. };
  11184. } else {
  11185. shaderobject = {
  11186. name: material.name || material.type,
  11187. uniforms: material.uniforms,
  11188. vertexShader: material.vertexShader,
  11189. fragmentShader: material.fragmentShader
  11190. };
  11191. }
  11192. return shaderobject;
  11193. }
  11194. function allocateBones( object ) {
  11195. var skeleton = object.skeleton;
  11196. var bones = skeleton.bones;
  11197. if ( floatVertexTextures ) {
  11198. return 1024;
  11199. } else {
  11200. // default for when object is not specified
  11201. // ( for example when prebuilding shader to be used with multiple objects )
  11202. //
  11203. // - leave some extra space for other uniforms
  11204. // - limit here is ANGLE's 254 max uniform vectors
  11205. // (up to 54 should be safe)
  11206. var nVertexUniforms = maxVertexUniforms;
  11207. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11208. var maxBones = Math.min( nVertexMatrices, bones.length );
  11209. if ( maxBones < bones.length ) {
  11210. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11211. return 0;
  11212. }
  11213. return maxBones;
  11214. }
  11215. }
  11216. function getTextureEncodingFromMap( map ) {
  11217. var encoding;
  11218. if ( ! map ) {
  11219. encoding = LinearEncoding;
  11220. } else if ( map.isTexture ) {
  11221. encoding = map.encoding;
  11222. } else if ( map.isWebGLRenderTarget ) {
  11223. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11224. encoding = map.texture.encoding;
  11225. }
  11226. return encoding;
  11227. }
  11228. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11229. var fog = scene.fog;
  11230. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11231. var envMap = material.envMap || environment;
  11232. var shaderID = shaderIDs[ material.type ];
  11233. // heuristics to create shader parameters according to lights in the scene
  11234. // (not to blow over maxLights budget)
  11235. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11236. if ( material.precision !== null ) {
  11237. precision = capabilities.getMaxPrecision( material.precision );
  11238. if ( precision !== material.precision ) {
  11239. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11240. }
  11241. }
  11242. var shaderobject = getShaderObject( material, shaderID );
  11243. material.onBeforeCompile( shaderobject, renderer );
  11244. var currentRenderTarget = renderer.getRenderTarget();
  11245. var parameters = {
  11246. isWebGL2: isWebGL2,
  11247. shaderID: shaderID,
  11248. shaderName: shaderobject.name,
  11249. uniforms: shaderobject.uniforms,
  11250. vertexShader: shaderobject.vertexShader,
  11251. fragmentShader: shaderobject.fragmentShader,
  11252. defines: material.defines,
  11253. isRawShaderMaterial: material.isRawShaderMaterial,
  11254. isShaderMaterial: material.isShaderMaterial,
  11255. precision: precision,
  11256. instancing: object.isInstancedMesh === true,
  11257. supportsVertexTextures: vertexTextures,
  11258. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11259. map: !! material.map,
  11260. mapEncoding: getTextureEncodingFromMap( material.map ),
  11261. matcap: !! material.matcap,
  11262. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11263. envMap: !! envMap,
  11264. envMapMode: envMap && envMap.mapping,
  11265. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11266. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11267. lightMap: !! material.lightMap,
  11268. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11269. aoMap: !! material.aoMap,
  11270. emissiveMap: !! material.emissiveMap,
  11271. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11272. bumpMap: !! material.bumpMap,
  11273. normalMap: !! material.normalMap,
  11274. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11275. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11276. clearcoatMap: !! material.clearcoatMap,
  11277. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11278. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11279. displacementMap: !! material.displacementMap,
  11280. roughnessMap: !! material.roughnessMap,
  11281. metalnessMap: !! material.metalnessMap,
  11282. specularMap: !! material.specularMap,
  11283. alphaMap: !! material.alphaMap,
  11284. gradientMap: !! material.gradientMap,
  11285. sheen: !! material.sheen,
  11286. combine: material.combine,
  11287. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11288. vertexColors: material.vertexColors,
  11289. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11290. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11291. fog: !! fog,
  11292. useFog: material.fog,
  11293. fogExp2: ( fog && fog.isFogExp2 ),
  11294. flatShading: material.flatShading,
  11295. sizeAttenuation: material.sizeAttenuation,
  11296. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11297. skinning: material.skinning && maxBones > 0,
  11298. maxBones: maxBones,
  11299. useVertexTexture: floatVertexTextures,
  11300. morphTargets: material.morphTargets,
  11301. morphNormals: material.morphNormals,
  11302. maxMorphTargets: renderer.maxMorphTargets,
  11303. maxMorphNormals: renderer.maxMorphNormals,
  11304. numDirLights: lights.directional.length,
  11305. numPointLights: lights.point.length,
  11306. numSpotLights: lights.spot.length,
  11307. numRectAreaLights: lights.rectArea.length,
  11308. numHemiLights: lights.hemi.length,
  11309. numDirLightShadows: lights.directionalShadowMap.length,
  11310. numPointLightShadows: lights.pointShadowMap.length,
  11311. numSpotLightShadows: lights.spotShadowMap.length,
  11312. numClippingPlanes: nClipPlanes,
  11313. numClipIntersection: nClipIntersection,
  11314. dithering: material.dithering,
  11315. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11316. shadowMapType: renderer.shadowMap.type,
  11317. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11318. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11319. premultipliedAlpha: material.premultipliedAlpha,
  11320. alphaTest: material.alphaTest,
  11321. doubleSided: material.side === DoubleSide,
  11322. flipSided: material.side === BackSide,
  11323. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11324. index0AttributeName: material.index0AttributeName,
  11325. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11326. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11327. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11328. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11329. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11330. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11331. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11332. onBeforeCompile: material.onBeforeCompile
  11333. };
  11334. return parameters;
  11335. }
  11336. function getProgramCacheKey( parameters ) {
  11337. var array = [];
  11338. if ( parameters.shaderID ) {
  11339. array.push( parameters.shaderID );
  11340. } else {
  11341. array.push( parameters.fragmentShader );
  11342. array.push( parameters.vertexShader );
  11343. }
  11344. if ( parameters.defines !== undefined ) {
  11345. for ( var name in parameters.defines ) {
  11346. array.push( name );
  11347. array.push( parameters.defines[ name ] );
  11348. }
  11349. }
  11350. if ( parameters.isRawShaderMaterial === undefined ) {
  11351. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11352. array.push( parameters[ parameterNames[ i ] ] );
  11353. }
  11354. array.push( renderer.outputEncoding );
  11355. array.push( renderer.gammaFactor );
  11356. }
  11357. array.push( parameters.onBeforeCompile.toString() );
  11358. return array.join();
  11359. }
  11360. function acquireProgram( parameters, cacheKey ) {
  11361. var program;
  11362. // Check if code has been already compiled
  11363. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11364. var preexistingProgram = programs[ p ];
  11365. if ( preexistingProgram.cacheKey === cacheKey ) {
  11366. program = preexistingProgram;
  11367. ++ program.usedTimes;
  11368. break;
  11369. }
  11370. }
  11371. if ( program === undefined ) {
  11372. program = new WebGLProgram( renderer, cacheKey, parameters );
  11373. programs.push( program );
  11374. }
  11375. return program;
  11376. }
  11377. function releaseProgram( program ) {
  11378. if ( -- program.usedTimes === 0 ) {
  11379. // Remove from unordered set
  11380. var i = programs.indexOf( program );
  11381. programs[ i ] = programs[ programs.length - 1 ];
  11382. programs.pop();
  11383. // Free WebGL resources
  11384. program.destroy();
  11385. }
  11386. }
  11387. return {
  11388. getParameters: getParameters,
  11389. getProgramCacheKey: getProgramCacheKey,
  11390. acquireProgram: acquireProgram,
  11391. releaseProgram: releaseProgram,
  11392. // Exposed for resource monitoring & error feedback via renderer.info:
  11393. programs: programs
  11394. };
  11395. }
  11396. /**
  11397. * @author fordacious / fordacious.github.io
  11398. */
  11399. function WebGLProperties() {
  11400. var properties = new WeakMap();
  11401. function get( object ) {
  11402. var map = properties.get( object );
  11403. if ( map === undefined ) {
  11404. map = {};
  11405. properties.set( object, map );
  11406. }
  11407. return map;
  11408. }
  11409. function remove( object ) {
  11410. properties.delete( object );
  11411. }
  11412. function update( object, key, value ) {
  11413. properties.get( object )[ key ] = value;
  11414. }
  11415. function dispose() {
  11416. properties = new WeakMap();
  11417. }
  11418. return {
  11419. get: get,
  11420. remove: remove,
  11421. update: update,
  11422. dispose: dispose
  11423. };
  11424. }
  11425. /**
  11426. * @author mrdoob / http://mrdoob.com/
  11427. */
  11428. function painterSortStable( a, b ) {
  11429. if ( a.groupOrder !== b.groupOrder ) {
  11430. return a.groupOrder - b.groupOrder;
  11431. } else if ( a.renderOrder !== b.renderOrder ) {
  11432. return a.renderOrder - b.renderOrder;
  11433. } else if ( a.program !== b.program ) {
  11434. return a.program.id - b.program.id;
  11435. } else if ( a.material.id !== b.material.id ) {
  11436. return a.material.id - b.material.id;
  11437. } else if ( a.z !== b.z ) {
  11438. return a.z - b.z;
  11439. } else {
  11440. return a.id - b.id;
  11441. }
  11442. }
  11443. function reversePainterSortStable( a, b ) {
  11444. if ( a.groupOrder !== b.groupOrder ) {
  11445. return a.groupOrder - b.groupOrder;
  11446. } else if ( a.renderOrder !== b.renderOrder ) {
  11447. return a.renderOrder - b.renderOrder;
  11448. } else if ( a.z !== b.z ) {
  11449. return b.z - a.z;
  11450. } else {
  11451. return a.id - b.id;
  11452. }
  11453. }
  11454. function WebGLRenderList() {
  11455. var renderItems = [];
  11456. var renderItemsIndex = 0;
  11457. var opaque = [];
  11458. var transparent = [];
  11459. var defaultProgram = { id: - 1 };
  11460. function init() {
  11461. renderItemsIndex = 0;
  11462. opaque.length = 0;
  11463. transparent.length = 0;
  11464. }
  11465. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11466. var renderItem = renderItems[ renderItemsIndex ];
  11467. if ( renderItem === undefined ) {
  11468. renderItem = {
  11469. id: object.id,
  11470. object: object,
  11471. geometry: geometry,
  11472. material: material,
  11473. program: material.program || defaultProgram,
  11474. groupOrder: groupOrder,
  11475. renderOrder: object.renderOrder,
  11476. z: z,
  11477. group: group
  11478. };
  11479. renderItems[ renderItemsIndex ] = renderItem;
  11480. } else {
  11481. renderItem.id = object.id;
  11482. renderItem.object = object;
  11483. renderItem.geometry = geometry;
  11484. renderItem.material = material;
  11485. renderItem.program = material.program || defaultProgram;
  11486. renderItem.groupOrder = groupOrder;
  11487. renderItem.renderOrder = object.renderOrder;
  11488. renderItem.z = z;
  11489. renderItem.group = group;
  11490. }
  11491. renderItemsIndex ++;
  11492. return renderItem;
  11493. }
  11494. function push( object, geometry, material, groupOrder, z, group ) {
  11495. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11496. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11497. }
  11498. function unshift( object, geometry, material, groupOrder, z, group ) {
  11499. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11500. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11501. }
  11502. function sort( customOpaqueSort, customTransparentSort ) {
  11503. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11504. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11505. }
  11506. function finish() {
  11507. // Clear references from inactive renderItems in the list
  11508. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11509. var renderItem = renderItems[ i ];
  11510. if ( renderItem.id === null ) { break; }
  11511. renderItem.id = null;
  11512. renderItem.object = null;
  11513. renderItem.geometry = null;
  11514. renderItem.material = null;
  11515. renderItem.program = null;
  11516. renderItem.group = null;
  11517. }
  11518. }
  11519. return {
  11520. opaque: opaque,
  11521. transparent: transparent,
  11522. init: init,
  11523. push: push,
  11524. unshift: unshift,
  11525. finish: finish,
  11526. sort: sort
  11527. };
  11528. }
  11529. function WebGLRenderLists() {
  11530. var lists = new WeakMap();
  11531. function onSceneDispose( event ) {
  11532. var scene = event.target;
  11533. scene.removeEventListener( 'dispose', onSceneDispose );
  11534. lists.delete( scene );
  11535. }
  11536. function get( scene, camera ) {
  11537. var cameras = lists.get( scene );
  11538. var list;
  11539. if ( cameras === undefined ) {
  11540. list = new WebGLRenderList();
  11541. lists.set( scene, new WeakMap() );
  11542. lists.get( scene ).set( camera, list );
  11543. scene.addEventListener( 'dispose', onSceneDispose );
  11544. } else {
  11545. list = cameras.get( camera );
  11546. if ( list === undefined ) {
  11547. list = new WebGLRenderList();
  11548. cameras.set( camera, list );
  11549. }
  11550. }
  11551. return list;
  11552. }
  11553. function dispose() {
  11554. lists = new WeakMap();
  11555. }
  11556. return {
  11557. get: get,
  11558. dispose: dispose
  11559. };
  11560. }
  11561. /**
  11562. * @author mrdoob / http://mrdoob.com/
  11563. */
  11564. function UniformsCache() {
  11565. var lights = {};
  11566. return {
  11567. get: function ( light ) {
  11568. if ( lights[ light.id ] !== undefined ) {
  11569. return lights[ light.id ];
  11570. }
  11571. var uniforms;
  11572. switch ( light.type ) {
  11573. case 'DirectionalLight':
  11574. uniforms = {
  11575. direction: new Vector3(),
  11576. color: new Color()
  11577. };
  11578. break;
  11579. case 'SpotLight':
  11580. uniforms = {
  11581. position: new Vector3(),
  11582. direction: new Vector3(),
  11583. color: new Color(),
  11584. distance: 0,
  11585. coneCos: 0,
  11586. penumbraCos: 0,
  11587. decay: 0
  11588. };
  11589. break;
  11590. case 'PointLight':
  11591. uniforms = {
  11592. position: new Vector3(),
  11593. color: new Color(),
  11594. distance: 0,
  11595. decay: 0
  11596. };
  11597. break;
  11598. case 'HemisphereLight':
  11599. uniforms = {
  11600. direction: new Vector3(),
  11601. skyColor: new Color(),
  11602. groundColor: new Color()
  11603. };
  11604. break;
  11605. case 'RectAreaLight':
  11606. uniforms = {
  11607. color: new Color(),
  11608. position: new Vector3(),
  11609. halfWidth: new Vector3(),
  11610. halfHeight: new Vector3()
  11611. };
  11612. break;
  11613. }
  11614. lights[ light.id ] = uniforms;
  11615. return uniforms;
  11616. }
  11617. };
  11618. }
  11619. function ShadowUniformsCache() {
  11620. var lights = {};
  11621. return {
  11622. get: function ( light ) {
  11623. if ( lights[ light.id ] !== undefined ) {
  11624. return lights[ light.id ];
  11625. }
  11626. var uniforms;
  11627. switch ( light.type ) {
  11628. case 'DirectionalLight':
  11629. uniforms = {
  11630. shadowBias: 0,
  11631. shadowRadius: 1,
  11632. shadowMapSize: new Vector2()
  11633. };
  11634. break;
  11635. case 'SpotLight':
  11636. uniforms = {
  11637. shadowBias: 0,
  11638. shadowRadius: 1,
  11639. shadowMapSize: new Vector2()
  11640. };
  11641. break;
  11642. case 'PointLight':
  11643. uniforms = {
  11644. shadowBias: 0,
  11645. shadowRadius: 1,
  11646. shadowMapSize: new Vector2(),
  11647. shadowCameraNear: 1,
  11648. shadowCameraFar: 1000
  11649. };
  11650. break;
  11651. // TODO (abelnation): set RectAreaLight shadow uniforms
  11652. }
  11653. lights[ light.id ] = uniforms;
  11654. return uniforms;
  11655. }
  11656. };
  11657. }
  11658. var nextVersion = 0;
  11659. function shadowCastingLightsFirst( lightA, lightB ) {
  11660. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11661. }
  11662. function WebGLLights() {
  11663. var cache = new UniformsCache();
  11664. var shadowCache = ShadowUniformsCache();
  11665. var state = {
  11666. version: 0,
  11667. hash: {
  11668. directionalLength: - 1,
  11669. pointLength: - 1,
  11670. spotLength: - 1,
  11671. rectAreaLength: - 1,
  11672. hemiLength: - 1,
  11673. numDirectionalShadows: - 1,
  11674. numPointShadows: - 1,
  11675. numSpotShadows: - 1
  11676. },
  11677. ambient: [ 0, 0, 0 ],
  11678. probe: [],
  11679. directional: [],
  11680. directionalShadow: [],
  11681. directionalShadowMap: [],
  11682. directionalShadowMatrix: [],
  11683. spot: [],
  11684. spotShadow: [],
  11685. spotShadowMap: [],
  11686. spotShadowMatrix: [],
  11687. rectArea: [],
  11688. point: [],
  11689. pointShadow: [],
  11690. pointShadowMap: [],
  11691. pointShadowMatrix: [],
  11692. hemi: []
  11693. };
  11694. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11695. var vector3 = new Vector3();
  11696. var matrix4 = new Matrix4();
  11697. var matrix42 = new Matrix4();
  11698. function setup( lights, shadows, camera ) {
  11699. var r = 0, g = 0, b = 0;
  11700. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11701. var directionalLength = 0;
  11702. var pointLength = 0;
  11703. var spotLength = 0;
  11704. var rectAreaLength = 0;
  11705. var hemiLength = 0;
  11706. var numDirectionalShadows = 0;
  11707. var numPointShadows = 0;
  11708. var numSpotShadows = 0;
  11709. var viewMatrix = camera.matrixWorldInverse;
  11710. lights.sort( shadowCastingLightsFirst );
  11711. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  11712. var light = lights[ i$1 ];
  11713. var color = light.color;
  11714. var intensity = light.intensity;
  11715. var distance = light.distance;
  11716. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11717. if ( light.isAmbientLight ) {
  11718. r += color.r * intensity;
  11719. g += color.g * intensity;
  11720. b += color.b * intensity;
  11721. } else if ( light.isLightProbe ) {
  11722. for ( var j = 0; j < 9; j ++ ) {
  11723. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11724. }
  11725. } else if ( light.isDirectionalLight ) {
  11726. var uniforms = cache.get( light );
  11727. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11728. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11729. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11730. uniforms.direction.sub( vector3 );
  11731. uniforms.direction.transformDirection( viewMatrix );
  11732. if ( light.castShadow ) {
  11733. var shadow = light.shadow;
  11734. var shadowUniforms = shadowCache.get( light );
  11735. shadowUniforms.shadowBias = shadow.bias;
  11736. shadowUniforms.shadowRadius = shadow.radius;
  11737. shadowUniforms.shadowMapSize = shadow.mapSize;
  11738. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11739. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11740. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11741. numDirectionalShadows ++;
  11742. }
  11743. state.directional[ directionalLength ] = uniforms;
  11744. directionalLength ++;
  11745. } else if ( light.isSpotLight ) {
  11746. var uniforms$1 = cache.get( light );
  11747. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  11748. uniforms$1.position.applyMatrix4( viewMatrix );
  11749. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  11750. uniforms$1.distance = distance;
  11751. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  11752. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11753. uniforms$1.direction.sub( vector3 );
  11754. uniforms$1.direction.transformDirection( viewMatrix );
  11755. uniforms$1.coneCos = Math.cos( light.angle );
  11756. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11757. uniforms$1.decay = light.decay;
  11758. if ( light.castShadow ) {
  11759. var shadow$1 = light.shadow;
  11760. var shadowUniforms$1 = shadowCache.get( light );
  11761. shadowUniforms$1.shadowBias = shadow$1.bias;
  11762. shadowUniforms$1.shadowRadius = shadow$1.radius;
  11763. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  11764. state.spotShadow[ spotLength ] = shadowUniforms$1;
  11765. state.spotShadowMap[ spotLength ] = shadowMap;
  11766. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11767. numSpotShadows ++;
  11768. }
  11769. state.spot[ spotLength ] = uniforms$1;
  11770. spotLength ++;
  11771. } else if ( light.isRectAreaLight ) {
  11772. var uniforms$2 = cache.get( light );
  11773. // (a) intensity is the total visible light emitted
  11774. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11775. // (b) intensity is the brightness of the light
  11776. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  11777. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  11778. uniforms$2.position.applyMatrix4( viewMatrix );
  11779. // extract local rotation of light to derive width/height half vectors
  11780. matrix42.identity();
  11781. matrix4.copy( light.matrixWorld );
  11782. matrix4.premultiply( viewMatrix );
  11783. matrix42.extractRotation( matrix4 );
  11784. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11785. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11786. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  11787. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  11788. // TODO (abelnation): RectAreaLight distance?
  11789. // uniforms.distance = distance;
  11790. state.rectArea[ rectAreaLength ] = uniforms$2;
  11791. rectAreaLength ++;
  11792. } else if ( light.isPointLight ) {
  11793. var uniforms$3 = cache.get( light );
  11794. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  11795. uniforms$3.position.applyMatrix4( viewMatrix );
  11796. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  11797. uniforms$3.distance = light.distance;
  11798. uniforms$3.decay = light.decay;
  11799. if ( light.castShadow ) {
  11800. var shadow$2 = light.shadow;
  11801. var shadowUniforms$2 = shadowCache.get( light );
  11802. shadowUniforms$2.shadowBias = shadow$2.bias;
  11803. shadowUniforms$2.shadowRadius = shadow$2.radius;
  11804. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  11805. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  11806. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  11807. state.pointShadow[ pointLength ] = shadowUniforms$2;
  11808. state.pointShadowMap[ pointLength ] = shadowMap;
  11809. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11810. numPointShadows ++;
  11811. }
  11812. state.point[ pointLength ] = uniforms$3;
  11813. pointLength ++;
  11814. } else if ( light.isHemisphereLight ) {
  11815. var uniforms$4 = cache.get( light );
  11816. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  11817. uniforms$4.direction.transformDirection( viewMatrix );
  11818. uniforms$4.direction.normalize();
  11819. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  11820. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11821. state.hemi[ hemiLength ] = uniforms$4;
  11822. hemiLength ++;
  11823. }
  11824. }
  11825. state.ambient[ 0 ] = r;
  11826. state.ambient[ 1 ] = g;
  11827. state.ambient[ 2 ] = b;
  11828. var hash = state.hash;
  11829. if ( hash.directionalLength !== directionalLength ||
  11830. hash.pointLength !== pointLength ||
  11831. hash.spotLength !== spotLength ||
  11832. hash.rectAreaLength !== rectAreaLength ||
  11833. hash.hemiLength !== hemiLength ||
  11834. hash.numDirectionalShadows !== numDirectionalShadows ||
  11835. hash.numPointShadows !== numPointShadows ||
  11836. hash.numSpotShadows !== numSpotShadows ) {
  11837. state.directional.length = directionalLength;
  11838. state.spot.length = spotLength;
  11839. state.rectArea.length = rectAreaLength;
  11840. state.point.length = pointLength;
  11841. state.hemi.length = hemiLength;
  11842. state.directionalShadow.length = numDirectionalShadows;
  11843. state.directionalShadowMap.length = numDirectionalShadows;
  11844. state.pointShadow.length = numPointShadows;
  11845. state.pointShadowMap.length = numPointShadows;
  11846. state.spotShadow.length = numSpotShadows;
  11847. state.spotShadowMap.length = numSpotShadows;
  11848. state.directionalShadowMatrix.length = numDirectionalShadows;
  11849. state.pointShadowMatrix.length = numPointShadows;
  11850. state.spotShadowMatrix.length = numSpotShadows;
  11851. hash.directionalLength = directionalLength;
  11852. hash.pointLength = pointLength;
  11853. hash.spotLength = spotLength;
  11854. hash.rectAreaLength = rectAreaLength;
  11855. hash.hemiLength = hemiLength;
  11856. hash.numDirectionalShadows = numDirectionalShadows;
  11857. hash.numPointShadows = numPointShadows;
  11858. hash.numSpotShadows = numSpotShadows;
  11859. state.version = nextVersion ++;
  11860. }
  11861. }
  11862. return {
  11863. setup: setup,
  11864. state: state
  11865. };
  11866. }
  11867. /**
  11868. * @author Mugen87 / https://github.com/Mugen87
  11869. */
  11870. function WebGLRenderState() {
  11871. var lights = new WebGLLights();
  11872. var lightsArray = [];
  11873. var shadowsArray = [];
  11874. function init() {
  11875. lightsArray.length = 0;
  11876. shadowsArray.length = 0;
  11877. }
  11878. function pushLight( light ) {
  11879. lightsArray.push( light );
  11880. }
  11881. function pushShadow( shadowLight ) {
  11882. shadowsArray.push( shadowLight );
  11883. }
  11884. function setupLights( camera ) {
  11885. lights.setup( lightsArray, shadowsArray, camera );
  11886. }
  11887. var state = {
  11888. lightsArray: lightsArray,
  11889. shadowsArray: shadowsArray,
  11890. lights: lights
  11891. };
  11892. return {
  11893. init: init,
  11894. state: state,
  11895. setupLights: setupLights,
  11896. pushLight: pushLight,
  11897. pushShadow: pushShadow
  11898. };
  11899. }
  11900. function WebGLRenderStates() {
  11901. var renderStates = new WeakMap();
  11902. function onSceneDispose( event ) {
  11903. var scene = event.target;
  11904. scene.removeEventListener( 'dispose', onSceneDispose );
  11905. renderStates.delete( scene );
  11906. }
  11907. function get( scene, camera ) {
  11908. var renderState;
  11909. if ( renderStates.has( scene ) === false ) {
  11910. renderState = new WebGLRenderState();
  11911. renderStates.set( scene, new WeakMap() );
  11912. renderStates.get( scene ).set( camera, renderState );
  11913. scene.addEventListener( 'dispose', onSceneDispose );
  11914. } else {
  11915. if ( renderStates.get( scene ).has( camera ) === false ) {
  11916. renderState = new WebGLRenderState();
  11917. renderStates.get( scene ).set( camera, renderState );
  11918. } else {
  11919. renderState = renderStates.get( scene ).get( camera );
  11920. }
  11921. }
  11922. return renderState;
  11923. }
  11924. function dispose() {
  11925. renderStates = new WeakMap();
  11926. }
  11927. return {
  11928. get: get,
  11929. dispose: dispose
  11930. };
  11931. }
  11932. /**
  11933. * @author mrdoob / http://mrdoob.com/
  11934. * @author alteredq / http://alteredqualia.com/
  11935. * @author bhouston / https://clara.io
  11936. * @author WestLangley / http://github.com/WestLangley
  11937. *
  11938. * parameters = {
  11939. *
  11940. * opacity: <float>,
  11941. *
  11942. * map: new THREE.Texture( <Image> ),
  11943. *
  11944. * alphaMap: new THREE.Texture( <Image> ),
  11945. *
  11946. * displacementMap: new THREE.Texture( <Image> ),
  11947. * displacementScale: <float>,
  11948. * displacementBias: <float>,
  11949. *
  11950. * wireframe: <boolean>,
  11951. * wireframeLinewidth: <float>
  11952. * }
  11953. */
  11954. function MeshDepthMaterial( parameters ) {
  11955. Material.call( this );
  11956. this.type = 'MeshDepthMaterial';
  11957. this.depthPacking = BasicDepthPacking;
  11958. this.skinning = false;
  11959. this.morphTargets = false;
  11960. this.map = null;
  11961. this.alphaMap = null;
  11962. this.displacementMap = null;
  11963. this.displacementScale = 1;
  11964. this.displacementBias = 0;
  11965. this.wireframe = false;
  11966. this.wireframeLinewidth = 1;
  11967. this.fog = false;
  11968. this.setValues( parameters );
  11969. }
  11970. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11971. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11972. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11973. MeshDepthMaterial.prototype.copy = function ( source ) {
  11974. Material.prototype.copy.call( this, source );
  11975. this.depthPacking = source.depthPacking;
  11976. this.skinning = source.skinning;
  11977. this.morphTargets = source.morphTargets;
  11978. this.map = source.map;
  11979. this.alphaMap = source.alphaMap;
  11980. this.displacementMap = source.displacementMap;
  11981. this.displacementScale = source.displacementScale;
  11982. this.displacementBias = source.displacementBias;
  11983. this.wireframe = source.wireframe;
  11984. this.wireframeLinewidth = source.wireframeLinewidth;
  11985. return this;
  11986. };
  11987. /**
  11988. * @author WestLangley / http://github.com/WestLangley
  11989. *
  11990. * parameters = {
  11991. *
  11992. * referencePosition: <float>,
  11993. * nearDistance: <float>,
  11994. * farDistance: <float>,
  11995. *
  11996. * skinning: <bool>,
  11997. * morphTargets: <bool>,
  11998. *
  11999. * map: new THREE.Texture( <Image> ),
  12000. *
  12001. * alphaMap: new THREE.Texture( <Image> ),
  12002. *
  12003. * displacementMap: new THREE.Texture( <Image> ),
  12004. * displacementScale: <float>,
  12005. * displacementBias: <float>
  12006. *
  12007. * }
  12008. */
  12009. function MeshDistanceMaterial( parameters ) {
  12010. Material.call( this );
  12011. this.type = 'MeshDistanceMaterial';
  12012. this.referencePosition = new Vector3();
  12013. this.nearDistance = 1;
  12014. this.farDistance = 1000;
  12015. this.skinning = false;
  12016. this.morphTargets = false;
  12017. this.map = null;
  12018. this.alphaMap = null;
  12019. this.displacementMap = null;
  12020. this.displacementScale = 1;
  12021. this.displacementBias = 0;
  12022. this.fog = false;
  12023. this.setValues( parameters );
  12024. }
  12025. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12026. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12027. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12028. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12029. Material.prototype.copy.call( this, source );
  12030. this.referencePosition.copy( source.referencePosition );
  12031. this.nearDistance = source.nearDistance;
  12032. this.farDistance = source.farDistance;
  12033. this.skinning = source.skinning;
  12034. this.morphTargets = source.morphTargets;
  12035. this.map = source.map;
  12036. this.alphaMap = source.alphaMap;
  12037. this.displacementMap = source.displacementMap;
  12038. this.displacementScale = source.displacementScale;
  12039. this.displacementBias = source.displacementBias;
  12040. return this;
  12041. };
  12042. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12043. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12044. /**
  12045. * @author alteredq / http://alteredqualia.com/
  12046. * @author mrdoob / http://mrdoob.com/
  12047. */
  12048. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12049. var _frustum = new Frustum();
  12050. var _shadowMapSize = new Vector2(),
  12051. _viewportSize = new Vector2(),
  12052. _viewport = new Vector4(),
  12053. _depthMaterials = [],
  12054. _distanceMaterials = [],
  12055. _materialCache = {};
  12056. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12057. var shadowMaterialVertical = new ShaderMaterial( {
  12058. defines: {
  12059. SAMPLE_RATE: 2.0 / 8.0,
  12060. HALF_SAMPLE_RATE: 1.0 / 8.0
  12061. },
  12062. uniforms: {
  12063. shadow_pass: { value: null },
  12064. resolution: { value: new Vector2() },
  12065. radius: { value: 4.0 }
  12066. },
  12067. vertexShader: vsm_vert,
  12068. fragmentShader: vsm_frag
  12069. } );
  12070. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12071. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12072. var fullScreenTri = new BufferGeometry();
  12073. fullScreenTri.setAttribute(
  12074. "position",
  12075. new BufferAttribute(
  12076. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12077. 3
  12078. )
  12079. );
  12080. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12081. var scope = this;
  12082. this.enabled = false;
  12083. this.autoUpdate = true;
  12084. this.needsUpdate = false;
  12085. this.type = PCFShadowMap;
  12086. this.render = function ( lights, scene, camera ) {
  12087. if ( scope.enabled === false ) { return; }
  12088. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12089. if ( lights.length === 0 ) { return; }
  12090. var currentRenderTarget = _renderer.getRenderTarget();
  12091. var activeCubeFace = _renderer.getActiveCubeFace();
  12092. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12093. var _state = _renderer.state;
  12094. // Set GL state for depth map.
  12095. _state.setBlending( NoBlending );
  12096. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12097. _state.buffers.depth.setTest( true );
  12098. _state.setScissorTest( false );
  12099. // render depth map
  12100. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12101. var light = lights[ i ];
  12102. var shadow = light.shadow;
  12103. if ( shadow === undefined ) {
  12104. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12105. continue;
  12106. }
  12107. _shadowMapSize.copy( shadow.mapSize );
  12108. var shadowFrameExtents = shadow.getFrameExtents();
  12109. _shadowMapSize.multiply( shadowFrameExtents );
  12110. _viewportSize.copy( shadow.mapSize );
  12111. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12112. if ( _shadowMapSize.x > maxTextureSize ) {
  12113. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12114. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12115. shadow.mapSize.x = _viewportSize.x;
  12116. }
  12117. if ( _shadowMapSize.y > maxTextureSize ) {
  12118. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12119. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12120. shadow.mapSize.y = _viewportSize.y;
  12121. }
  12122. }
  12123. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12124. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12125. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12126. shadow.map.texture.name = light.name + ".shadowMap";
  12127. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12128. shadow.camera.updateProjectionMatrix();
  12129. }
  12130. if ( shadow.map === null ) {
  12131. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12132. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12133. shadow.map.texture.name = light.name + ".shadowMap";
  12134. shadow.camera.updateProjectionMatrix();
  12135. }
  12136. _renderer.setRenderTarget( shadow.map );
  12137. _renderer.clear();
  12138. var viewportCount = shadow.getViewportCount();
  12139. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12140. var viewport = shadow.getViewport( vp );
  12141. _viewport.set(
  12142. _viewportSize.x * viewport.x,
  12143. _viewportSize.y * viewport.y,
  12144. _viewportSize.x * viewport.z,
  12145. _viewportSize.y * viewport.w
  12146. );
  12147. _state.viewport( _viewport );
  12148. shadow.updateMatrices( light, vp );
  12149. _frustum = shadow.getFrustum();
  12150. renderObject( scene, camera, shadow.camera, light, this.type );
  12151. }
  12152. // do blur pass for VSM
  12153. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12154. VSMPass( shadow, camera );
  12155. }
  12156. }
  12157. scope.needsUpdate = false;
  12158. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12159. };
  12160. function VSMPass( shadow, camera ) {
  12161. var geometry = _objects.update( fullScreenMesh );
  12162. // vertical pass
  12163. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12164. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12165. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12166. _renderer.setRenderTarget( shadow.mapPass );
  12167. _renderer.clear();
  12168. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12169. // horizonal pass
  12170. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12171. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12172. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12173. _renderer.setRenderTarget( shadow.map );
  12174. _renderer.clear();
  12175. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12176. }
  12177. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12178. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12179. var material = _depthMaterials[ index ];
  12180. if ( material === undefined ) {
  12181. material = new MeshDepthMaterial( {
  12182. depthPacking: RGBADepthPacking,
  12183. morphTargets: useMorphing,
  12184. skinning: useSkinning
  12185. } );
  12186. _depthMaterials[ index ] = material;
  12187. }
  12188. return material;
  12189. }
  12190. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12191. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12192. var material = _distanceMaterials[ index ];
  12193. if ( material === undefined ) {
  12194. material = new MeshDistanceMaterial( {
  12195. morphTargets: useMorphing,
  12196. skinning: useSkinning
  12197. } );
  12198. _distanceMaterials[ index ] = material;
  12199. }
  12200. return material;
  12201. }
  12202. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12203. var result = null;
  12204. var getMaterialVariant = getDepthMaterialVariant;
  12205. var customMaterial = object.customDepthMaterial;
  12206. if ( light.isPointLight === true ) {
  12207. getMaterialVariant = getDistanceMaterialVariant;
  12208. customMaterial = object.customDistanceMaterial;
  12209. }
  12210. if ( customMaterial === undefined ) {
  12211. var useMorphing = false;
  12212. if ( material.morphTargets === true ) {
  12213. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12214. }
  12215. var useSkinning = false;
  12216. if ( object.isSkinnedMesh === true ) {
  12217. if ( material.skinning === true ) {
  12218. useSkinning = true;
  12219. } else {
  12220. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12221. }
  12222. }
  12223. var useInstancing = object.isInstancedMesh === true;
  12224. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12225. } else {
  12226. result = customMaterial;
  12227. }
  12228. if ( _renderer.localClippingEnabled &&
  12229. material.clipShadows === true &&
  12230. material.clippingPlanes.length !== 0 ) {
  12231. // in this case we need a unique material instance reflecting the
  12232. // appropriate state
  12233. var keyA = result.uuid, keyB = material.uuid;
  12234. var materialsForVariant = _materialCache[ keyA ];
  12235. if ( materialsForVariant === undefined ) {
  12236. materialsForVariant = {};
  12237. _materialCache[ keyA ] = materialsForVariant;
  12238. }
  12239. var cachedMaterial = materialsForVariant[ keyB ];
  12240. if ( cachedMaterial === undefined ) {
  12241. cachedMaterial = result.clone();
  12242. materialsForVariant[ keyB ] = cachedMaterial;
  12243. }
  12244. result = cachedMaterial;
  12245. }
  12246. result.visible = material.visible;
  12247. result.wireframe = material.wireframe;
  12248. if ( type === VSMShadowMap ) {
  12249. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12250. } else {
  12251. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12252. }
  12253. result.clipShadows = material.clipShadows;
  12254. result.clippingPlanes = material.clippingPlanes;
  12255. result.clipIntersection = material.clipIntersection;
  12256. result.wireframeLinewidth = material.wireframeLinewidth;
  12257. result.linewidth = material.linewidth;
  12258. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12259. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12260. result.nearDistance = shadowCameraNear;
  12261. result.farDistance = shadowCameraFar;
  12262. }
  12263. return result;
  12264. }
  12265. function renderObject( object, camera, shadowCamera, light, type ) {
  12266. if ( object.visible === false ) { return; }
  12267. var visible = object.layers.test( camera.layers );
  12268. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12269. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12270. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12271. var geometry = _objects.update( object );
  12272. var material = object.material;
  12273. if ( Array.isArray( material ) ) {
  12274. var groups = geometry.groups;
  12275. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12276. var group = groups[ k ];
  12277. var groupMaterial = material[ group.materialIndex ];
  12278. if ( groupMaterial && groupMaterial.visible ) {
  12279. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12280. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12281. }
  12282. }
  12283. } else if ( material.visible ) {
  12284. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12285. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12286. }
  12287. }
  12288. }
  12289. var children = object.children;
  12290. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12291. renderObject( children[ i ], camera, shadowCamera, light, type );
  12292. }
  12293. }
  12294. }
  12295. /**
  12296. * @author mrdoob / http://mrdoob.com/
  12297. */
  12298. function WebGLState( gl, extensions, capabilities ) {
  12299. var isWebGL2 = capabilities.isWebGL2;
  12300. function ColorBuffer() {
  12301. var locked = false;
  12302. var color = new Vector4();
  12303. var currentColorMask = null;
  12304. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12305. return {
  12306. setMask: function ( colorMask ) {
  12307. if ( currentColorMask !== colorMask && ! locked ) {
  12308. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12309. currentColorMask = colorMask;
  12310. }
  12311. },
  12312. setLocked: function ( lock ) {
  12313. locked = lock;
  12314. },
  12315. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12316. if ( premultipliedAlpha === true ) {
  12317. r *= a; g *= a; b *= a;
  12318. }
  12319. color.set( r, g, b, a );
  12320. if ( currentColorClear.equals( color ) === false ) {
  12321. gl.clearColor( r, g, b, a );
  12322. currentColorClear.copy( color );
  12323. }
  12324. },
  12325. reset: function () {
  12326. locked = false;
  12327. currentColorMask = null;
  12328. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12329. }
  12330. };
  12331. }
  12332. function DepthBuffer() {
  12333. var locked = false;
  12334. var currentDepthMask = null;
  12335. var currentDepthFunc = null;
  12336. var currentDepthClear = null;
  12337. return {
  12338. setTest: function ( depthTest ) {
  12339. if ( depthTest ) {
  12340. enable( 2929 );
  12341. } else {
  12342. disable( 2929 );
  12343. }
  12344. },
  12345. setMask: function ( depthMask ) {
  12346. if ( currentDepthMask !== depthMask && ! locked ) {
  12347. gl.depthMask( depthMask );
  12348. currentDepthMask = depthMask;
  12349. }
  12350. },
  12351. setFunc: function ( depthFunc ) {
  12352. if ( currentDepthFunc !== depthFunc ) {
  12353. if ( depthFunc ) {
  12354. switch ( depthFunc ) {
  12355. case NeverDepth:
  12356. gl.depthFunc( 512 );
  12357. break;
  12358. case AlwaysDepth:
  12359. gl.depthFunc( 519 );
  12360. break;
  12361. case LessDepth:
  12362. gl.depthFunc( 513 );
  12363. break;
  12364. case LessEqualDepth:
  12365. gl.depthFunc( 515 );
  12366. break;
  12367. case EqualDepth:
  12368. gl.depthFunc( 514 );
  12369. break;
  12370. case GreaterEqualDepth:
  12371. gl.depthFunc( 518 );
  12372. break;
  12373. case GreaterDepth:
  12374. gl.depthFunc( 516 );
  12375. break;
  12376. case NotEqualDepth:
  12377. gl.depthFunc( 517 );
  12378. break;
  12379. default:
  12380. gl.depthFunc( 515 );
  12381. }
  12382. } else {
  12383. gl.depthFunc( 515 );
  12384. }
  12385. currentDepthFunc = depthFunc;
  12386. }
  12387. },
  12388. setLocked: function ( lock ) {
  12389. locked = lock;
  12390. },
  12391. setClear: function ( depth ) {
  12392. if ( currentDepthClear !== depth ) {
  12393. gl.clearDepth( depth );
  12394. currentDepthClear = depth;
  12395. }
  12396. },
  12397. reset: function () {
  12398. locked = false;
  12399. currentDepthMask = null;
  12400. currentDepthFunc = null;
  12401. currentDepthClear = null;
  12402. }
  12403. };
  12404. }
  12405. function StencilBuffer() {
  12406. var locked = false;
  12407. var currentStencilMask = null;
  12408. var currentStencilFunc = null;
  12409. var currentStencilRef = null;
  12410. var currentStencilFuncMask = null;
  12411. var currentStencilFail = null;
  12412. var currentStencilZFail = null;
  12413. var currentStencilZPass = null;
  12414. var currentStencilClear = null;
  12415. return {
  12416. setTest: function ( stencilTest ) {
  12417. if ( ! locked ) {
  12418. if ( stencilTest ) {
  12419. enable( 2960 );
  12420. } else {
  12421. disable( 2960 );
  12422. }
  12423. }
  12424. },
  12425. setMask: function ( stencilMask ) {
  12426. if ( currentStencilMask !== stencilMask && ! locked ) {
  12427. gl.stencilMask( stencilMask );
  12428. currentStencilMask = stencilMask;
  12429. }
  12430. },
  12431. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12432. if ( currentStencilFunc !== stencilFunc ||
  12433. currentStencilRef !== stencilRef ||
  12434. currentStencilFuncMask !== stencilMask ) {
  12435. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12436. currentStencilFunc = stencilFunc;
  12437. currentStencilRef = stencilRef;
  12438. currentStencilFuncMask = stencilMask;
  12439. }
  12440. },
  12441. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12442. if ( currentStencilFail !== stencilFail ||
  12443. currentStencilZFail !== stencilZFail ||
  12444. currentStencilZPass !== stencilZPass ) {
  12445. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12446. currentStencilFail = stencilFail;
  12447. currentStencilZFail = stencilZFail;
  12448. currentStencilZPass = stencilZPass;
  12449. }
  12450. },
  12451. setLocked: function ( lock ) {
  12452. locked = lock;
  12453. },
  12454. setClear: function ( stencil ) {
  12455. if ( currentStencilClear !== stencil ) {
  12456. gl.clearStencil( stencil );
  12457. currentStencilClear = stencil;
  12458. }
  12459. },
  12460. reset: function () {
  12461. locked = false;
  12462. currentStencilMask = null;
  12463. currentStencilFunc = null;
  12464. currentStencilRef = null;
  12465. currentStencilFuncMask = null;
  12466. currentStencilFail = null;
  12467. currentStencilZFail = null;
  12468. currentStencilZPass = null;
  12469. currentStencilClear = null;
  12470. }
  12471. };
  12472. }
  12473. //
  12474. var colorBuffer = new ColorBuffer();
  12475. var depthBuffer = new DepthBuffer();
  12476. var stencilBuffer = new StencilBuffer();
  12477. var maxVertexAttributes = gl.getParameter( 34921 );
  12478. var newAttributes = new Uint8Array( maxVertexAttributes );
  12479. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12480. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12481. var enabledCapabilities = {};
  12482. var currentProgram = null;
  12483. var currentBlendingEnabled = null;
  12484. var currentBlending = null;
  12485. var currentBlendEquation = null;
  12486. var currentBlendSrc = null;
  12487. var currentBlendDst = null;
  12488. var currentBlendEquationAlpha = null;
  12489. var currentBlendSrcAlpha = null;
  12490. var currentBlendDstAlpha = null;
  12491. var currentPremultipledAlpha = false;
  12492. var currentFlipSided = null;
  12493. var currentCullFace = null;
  12494. var currentLineWidth = null;
  12495. var currentPolygonOffsetFactor = null;
  12496. var currentPolygonOffsetUnits = null;
  12497. var maxTextures = gl.getParameter( 35661 );
  12498. var lineWidthAvailable = false;
  12499. var version = 0;
  12500. var glVersion = gl.getParameter( 7938 );
  12501. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12502. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12503. lineWidthAvailable = ( version >= 1.0 );
  12504. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12505. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12506. lineWidthAvailable = ( version >= 2.0 );
  12507. }
  12508. var currentTextureSlot = null;
  12509. var currentBoundTextures = {};
  12510. var currentScissor = new Vector4();
  12511. var currentViewport = new Vector4();
  12512. function createTexture( type, target, count ) {
  12513. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12514. var texture = gl.createTexture();
  12515. gl.bindTexture( type, texture );
  12516. gl.texParameteri( type, 10241, 9728 );
  12517. gl.texParameteri( type, 10240, 9728 );
  12518. for ( var i = 0; i < count; i ++ ) {
  12519. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12520. }
  12521. return texture;
  12522. }
  12523. var emptyTextures = {};
  12524. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12525. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12526. // init
  12527. colorBuffer.setClear( 0, 0, 0, 1 );
  12528. depthBuffer.setClear( 1 );
  12529. stencilBuffer.setClear( 0 );
  12530. enable( 2929 );
  12531. depthBuffer.setFunc( LessEqualDepth );
  12532. setFlipSided( false );
  12533. setCullFace( CullFaceBack );
  12534. enable( 2884 );
  12535. setBlending( NoBlending );
  12536. //
  12537. function initAttributes() {
  12538. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12539. newAttributes[ i ] = 0;
  12540. }
  12541. }
  12542. function enableAttribute( attribute ) {
  12543. enableAttributeAndDivisor( attribute, 0 );
  12544. }
  12545. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12546. newAttributes[ attribute ] = 1;
  12547. if ( enabledAttributes[ attribute ] === 0 ) {
  12548. gl.enableVertexAttribArray( attribute );
  12549. enabledAttributes[ attribute ] = 1;
  12550. }
  12551. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12552. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12553. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12554. attributeDivisors[ attribute ] = meshPerAttribute;
  12555. }
  12556. }
  12557. function disableUnusedAttributes() {
  12558. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12559. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12560. gl.disableVertexAttribArray( i );
  12561. enabledAttributes[ i ] = 0;
  12562. }
  12563. }
  12564. }
  12565. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12566. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12567. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12568. } else {
  12569. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12570. }
  12571. }
  12572. function enable( id ) {
  12573. if ( enabledCapabilities[ id ] !== true ) {
  12574. gl.enable( id );
  12575. enabledCapabilities[ id ] = true;
  12576. }
  12577. }
  12578. function disable( id ) {
  12579. if ( enabledCapabilities[ id ] !== false ) {
  12580. gl.disable( id );
  12581. enabledCapabilities[ id ] = false;
  12582. }
  12583. }
  12584. function useProgram( program ) {
  12585. if ( currentProgram !== program ) {
  12586. gl.useProgram( program );
  12587. currentProgram = program;
  12588. return true;
  12589. }
  12590. return false;
  12591. }
  12592. var equationToGL = {};
  12593. equationToGL[ AddEquation ] = 32774;
  12594. equationToGL[ SubtractEquation ] = 32778;
  12595. equationToGL[ ReverseSubtractEquation ] = 32779;
  12596. if ( isWebGL2 ) {
  12597. equationToGL[ MinEquation ] = 32775;
  12598. equationToGL[ MaxEquation ] = 32776;
  12599. } else {
  12600. var extension = extensions.get( 'EXT_blend_minmax' );
  12601. if ( extension !== null ) {
  12602. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12603. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12604. }
  12605. }
  12606. var factorToGL = {};
  12607. factorToGL[ ZeroFactor ] = 0;
  12608. factorToGL[ OneFactor ] = 1;
  12609. factorToGL[ SrcColorFactor ] = 768;
  12610. factorToGL[ SrcAlphaFactor ] = 770;
  12611. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12612. factorToGL[ DstColorFactor ] = 774;
  12613. factorToGL[ DstAlphaFactor ] = 772;
  12614. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12615. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12616. factorToGL[ OneMinusDstColorFactor ] = 775;
  12617. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12618. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12619. if ( blending === NoBlending ) {
  12620. if ( currentBlendingEnabled ) {
  12621. disable( 3042 );
  12622. currentBlendingEnabled = false;
  12623. }
  12624. return;
  12625. }
  12626. if ( ! currentBlendingEnabled ) {
  12627. enable( 3042 );
  12628. currentBlendingEnabled = true;
  12629. }
  12630. if ( blending !== CustomBlending ) {
  12631. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12632. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12633. gl.blendEquation( 32774 );
  12634. currentBlendEquation = AddEquation;
  12635. currentBlendEquationAlpha = AddEquation;
  12636. }
  12637. if ( premultipliedAlpha ) {
  12638. switch ( blending ) {
  12639. case NormalBlending:
  12640. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12641. break;
  12642. case AdditiveBlending:
  12643. gl.blendFunc( 1, 1 );
  12644. break;
  12645. case SubtractiveBlending:
  12646. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12647. break;
  12648. case MultiplyBlending:
  12649. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12650. break;
  12651. default:
  12652. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12653. break;
  12654. }
  12655. } else {
  12656. switch ( blending ) {
  12657. case NormalBlending:
  12658. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12659. break;
  12660. case AdditiveBlending:
  12661. gl.blendFunc( 770, 1 );
  12662. break;
  12663. case SubtractiveBlending:
  12664. gl.blendFunc( 0, 769 );
  12665. break;
  12666. case MultiplyBlending:
  12667. gl.blendFunc( 0, 768 );
  12668. break;
  12669. default:
  12670. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12671. break;
  12672. }
  12673. }
  12674. currentBlendSrc = null;
  12675. currentBlendDst = null;
  12676. currentBlendSrcAlpha = null;
  12677. currentBlendDstAlpha = null;
  12678. currentBlending = blending;
  12679. currentPremultipledAlpha = premultipliedAlpha;
  12680. }
  12681. return;
  12682. }
  12683. // custom blending
  12684. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12685. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12686. blendDstAlpha = blendDstAlpha || blendDst;
  12687. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12688. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12689. currentBlendEquation = blendEquation;
  12690. currentBlendEquationAlpha = blendEquationAlpha;
  12691. }
  12692. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12693. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12694. currentBlendSrc = blendSrc;
  12695. currentBlendDst = blendDst;
  12696. currentBlendSrcAlpha = blendSrcAlpha;
  12697. currentBlendDstAlpha = blendDstAlpha;
  12698. }
  12699. currentBlending = blending;
  12700. currentPremultipledAlpha = null;
  12701. }
  12702. function setMaterial( material, frontFaceCW ) {
  12703. material.side === DoubleSide
  12704. ? disable( 2884 )
  12705. : enable( 2884 );
  12706. var flipSided = ( material.side === BackSide );
  12707. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12708. setFlipSided( flipSided );
  12709. ( material.blending === NormalBlending && material.transparent === false )
  12710. ? setBlending( NoBlending )
  12711. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12712. depthBuffer.setFunc( material.depthFunc );
  12713. depthBuffer.setTest( material.depthTest );
  12714. depthBuffer.setMask( material.depthWrite );
  12715. colorBuffer.setMask( material.colorWrite );
  12716. var stencilWrite = material.stencilWrite;
  12717. stencilBuffer.setTest( stencilWrite );
  12718. if ( stencilWrite ) {
  12719. stencilBuffer.setMask( material.stencilWriteMask );
  12720. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12721. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12722. }
  12723. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12724. }
  12725. //
  12726. function setFlipSided( flipSided ) {
  12727. if ( currentFlipSided !== flipSided ) {
  12728. if ( flipSided ) {
  12729. gl.frontFace( 2304 );
  12730. } else {
  12731. gl.frontFace( 2305 );
  12732. }
  12733. currentFlipSided = flipSided;
  12734. }
  12735. }
  12736. function setCullFace( cullFace ) {
  12737. if ( cullFace !== CullFaceNone ) {
  12738. enable( 2884 );
  12739. if ( cullFace !== currentCullFace ) {
  12740. if ( cullFace === CullFaceBack ) {
  12741. gl.cullFace( 1029 );
  12742. } else if ( cullFace === CullFaceFront ) {
  12743. gl.cullFace( 1028 );
  12744. } else {
  12745. gl.cullFace( 1032 );
  12746. }
  12747. }
  12748. } else {
  12749. disable( 2884 );
  12750. }
  12751. currentCullFace = cullFace;
  12752. }
  12753. function setLineWidth( width ) {
  12754. if ( width !== currentLineWidth ) {
  12755. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12756. currentLineWidth = width;
  12757. }
  12758. }
  12759. function setPolygonOffset( polygonOffset, factor, units ) {
  12760. if ( polygonOffset ) {
  12761. enable( 32823 );
  12762. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12763. gl.polygonOffset( factor, units );
  12764. currentPolygonOffsetFactor = factor;
  12765. currentPolygonOffsetUnits = units;
  12766. }
  12767. } else {
  12768. disable( 32823 );
  12769. }
  12770. }
  12771. function setScissorTest( scissorTest ) {
  12772. if ( scissorTest ) {
  12773. enable( 3089 );
  12774. } else {
  12775. disable( 3089 );
  12776. }
  12777. }
  12778. // texture
  12779. function activeTexture( webglSlot ) {
  12780. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12781. if ( currentTextureSlot !== webglSlot ) {
  12782. gl.activeTexture( webglSlot );
  12783. currentTextureSlot = webglSlot;
  12784. }
  12785. }
  12786. function bindTexture( webglType, webglTexture ) {
  12787. if ( currentTextureSlot === null ) {
  12788. activeTexture();
  12789. }
  12790. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12791. if ( boundTexture === undefined ) {
  12792. boundTexture = { type: undefined, texture: undefined };
  12793. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12794. }
  12795. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12796. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12797. boundTexture.type = webglType;
  12798. boundTexture.texture = webglTexture;
  12799. }
  12800. }
  12801. function unbindTexture() {
  12802. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12803. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12804. gl.bindTexture( boundTexture.type, null );
  12805. boundTexture.type = undefined;
  12806. boundTexture.texture = undefined;
  12807. }
  12808. }
  12809. function compressedTexImage2D() {
  12810. try {
  12811. gl.compressedTexImage2D.apply( gl, arguments );
  12812. } catch ( error ) {
  12813. console.error( 'THREE.WebGLState:', error );
  12814. }
  12815. }
  12816. function texImage2D() {
  12817. try {
  12818. gl.texImage2D.apply( gl, arguments );
  12819. } catch ( error ) {
  12820. console.error( 'THREE.WebGLState:', error );
  12821. }
  12822. }
  12823. function texImage3D() {
  12824. try {
  12825. gl.texImage3D.apply( gl, arguments );
  12826. } catch ( error ) {
  12827. console.error( 'THREE.WebGLState:', error );
  12828. }
  12829. }
  12830. //
  12831. function scissor( scissor ) {
  12832. if ( currentScissor.equals( scissor ) === false ) {
  12833. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12834. currentScissor.copy( scissor );
  12835. }
  12836. }
  12837. function viewport( viewport ) {
  12838. if ( currentViewport.equals( viewport ) === false ) {
  12839. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12840. currentViewport.copy( viewport );
  12841. }
  12842. }
  12843. //
  12844. function reset() {
  12845. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12846. if ( enabledAttributes[ i ] === 1 ) {
  12847. gl.disableVertexAttribArray( i );
  12848. enabledAttributes[ i ] = 0;
  12849. }
  12850. }
  12851. enabledCapabilities = {};
  12852. currentTextureSlot = null;
  12853. currentBoundTextures = {};
  12854. currentProgram = null;
  12855. currentBlending = null;
  12856. currentFlipSided = null;
  12857. currentCullFace = null;
  12858. colorBuffer.reset();
  12859. depthBuffer.reset();
  12860. stencilBuffer.reset();
  12861. }
  12862. return {
  12863. buffers: {
  12864. color: colorBuffer,
  12865. depth: depthBuffer,
  12866. stencil: stencilBuffer
  12867. },
  12868. initAttributes: initAttributes,
  12869. enableAttribute: enableAttribute,
  12870. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12871. disableUnusedAttributes: disableUnusedAttributes,
  12872. vertexAttribPointer: vertexAttribPointer,
  12873. enable: enable,
  12874. disable: disable,
  12875. useProgram: useProgram,
  12876. setBlending: setBlending,
  12877. setMaterial: setMaterial,
  12878. setFlipSided: setFlipSided,
  12879. setCullFace: setCullFace,
  12880. setLineWidth: setLineWidth,
  12881. setPolygonOffset: setPolygonOffset,
  12882. setScissorTest: setScissorTest,
  12883. activeTexture: activeTexture,
  12884. bindTexture: bindTexture,
  12885. unbindTexture: unbindTexture,
  12886. compressedTexImage2D: compressedTexImage2D,
  12887. texImage2D: texImage2D,
  12888. texImage3D: texImage3D,
  12889. scissor: scissor,
  12890. viewport: viewport,
  12891. reset: reset
  12892. };
  12893. }
  12894. /**
  12895. * @author mrdoob / http://mrdoob.com/
  12896. */
  12897. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12898. var isWebGL2 = capabilities.isWebGL2;
  12899. var maxTextures = capabilities.maxTextures;
  12900. var maxCubemapSize = capabilities.maxCubemapSize;
  12901. var maxTextureSize = capabilities.maxTextureSize;
  12902. var maxSamples = capabilities.maxSamples;
  12903. var _videoTextures = new WeakMap();
  12904. var _canvas;
  12905. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12906. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12907. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12908. var useOffscreenCanvas = false;
  12909. try {
  12910. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12911. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12912. } catch ( err ) {
  12913. // Ignore any errors
  12914. }
  12915. function createCanvas( width, height ) {
  12916. // Use OffscreenCanvas when available. Specially needed in web workers
  12917. return useOffscreenCanvas ?
  12918. new OffscreenCanvas( width, height ) :
  12919. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12920. }
  12921. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12922. var scale = 1;
  12923. // handle case if texture exceeds max size
  12924. if ( image.width > maxSize || image.height > maxSize ) {
  12925. scale = maxSize / Math.max( image.width, image.height );
  12926. }
  12927. // only perform resize if necessary
  12928. if ( scale < 1 || needsPowerOfTwo === true ) {
  12929. // only perform resize for certain image types
  12930. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12931. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12932. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12933. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12934. var width = floor( scale * image.width );
  12935. var height = floor( scale * image.height );
  12936. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12937. // cube textures can't reuse the same canvas
  12938. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12939. canvas.width = width;
  12940. canvas.height = height;
  12941. var context = canvas.getContext( '2d' );
  12942. context.drawImage( image, 0, 0, width, height );
  12943. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12944. return canvas;
  12945. } else {
  12946. if ( 'data' in image ) {
  12947. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12948. }
  12949. return image;
  12950. }
  12951. }
  12952. return image;
  12953. }
  12954. function isPowerOfTwo( image ) {
  12955. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12956. }
  12957. function textureNeedsPowerOfTwo( texture ) {
  12958. if ( isWebGL2 ) { return false; }
  12959. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12960. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12961. }
  12962. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12963. return texture.generateMipmaps && supportsMips &&
  12964. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12965. }
  12966. function generateMipmap( target, texture, width, height ) {
  12967. _gl.generateMipmap( target );
  12968. var textureProperties = properties.get( texture );
  12969. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12970. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12971. }
  12972. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12973. if ( isWebGL2 === false ) { return glFormat; }
  12974. if ( internalFormatName !== null ) {
  12975. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12976. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12977. }
  12978. var internalFormat = glFormat;
  12979. if ( glFormat === 6403 ) {
  12980. if ( glType === 5126 ) { internalFormat = 33326; }
  12981. if ( glType === 5131 ) { internalFormat = 33325; }
  12982. if ( glType === 5121 ) { internalFormat = 33321; }
  12983. }
  12984. if ( glFormat === 6407 ) {
  12985. if ( glType === 5126 ) { internalFormat = 34837; }
  12986. if ( glType === 5131 ) { internalFormat = 34843; }
  12987. if ( glType === 5121 ) { internalFormat = 32849; }
  12988. }
  12989. if ( glFormat === 6408 ) {
  12990. if ( glType === 5126 ) { internalFormat = 34836; }
  12991. if ( glType === 5131 ) { internalFormat = 34842; }
  12992. if ( glType === 5121 ) { internalFormat = 32856; }
  12993. }
  12994. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12995. internalFormat === 34842 || internalFormat === 34836 ) {
  12996. extensions.get( 'EXT_color_buffer_float' );
  12997. }
  12998. return internalFormat;
  12999. }
  13000. // Fallback filters for non-power-of-2 textures
  13001. function filterFallback( f ) {
  13002. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13003. return 9728;
  13004. }
  13005. return 9729;
  13006. }
  13007. //
  13008. function onTextureDispose( event ) {
  13009. var texture = event.target;
  13010. texture.removeEventListener( 'dispose', onTextureDispose );
  13011. deallocateTexture( texture );
  13012. if ( texture.isVideoTexture ) {
  13013. _videoTextures.delete( texture );
  13014. }
  13015. info.memory.textures --;
  13016. }
  13017. function onRenderTargetDispose( event ) {
  13018. var renderTarget = event.target;
  13019. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13020. deallocateRenderTarget( renderTarget );
  13021. info.memory.textures --;
  13022. }
  13023. //
  13024. function deallocateTexture( texture ) {
  13025. var textureProperties = properties.get( texture );
  13026. if ( textureProperties.__webglInit === undefined ) { return; }
  13027. _gl.deleteTexture( textureProperties.__webglTexture );
  13028. properties.remove( texture );
  13029. }
  13030. function deallocateRenderTarget( renderTarget ) {
  13031. var renderTargetProperties = properties.get( renderTarget );
  13032. var textureProperties = properties.get( renderTarget.texture );
  13033. if ( ! renderTarget ) { return; }
  13034. if ( textureProperties.__webglTexture !== undefined ) {
  13035. _gl.deleteTexture( textureProperties.__webglTexture );
  13036. }
  13037. if ( renderTarget.depthTexture ) {
  13038. renderTarget.depthTexture.dispose();
  13039. }
  13040. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13041. for ( var i = 0; i < 6; i ++ ) {
  13042. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13043. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13044. }
  13045. } else {
  13046. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13047. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13048. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13049. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13050. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13051. }
  13052. properties.remove( renderTarget.texture );
  13053. properties.remove( renderTarget );
  13054. }
  13055. //
  13056. var textureUnits = 0;
  13057. function resetTextureUnits() {
  13058. textureUnits = 0;
  13059. }
  13060. function allocateTextureUnit() {
  13061. var textureUnit = textureUnits;
  13062. if ( textureUnit >= maxTextures ) {
  13063. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13064. }
  13065. textureUnits += 1;
  13066. return textureUnit;
  13067. }
  13068. //
  13069. function setTexture2D( texture, slot ) {
  13070. var textureProperties = properties.get( texture );
  13071. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13072. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13073. var image = texture.image;
  13074. if ( image === undefined ) {
  13075. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13076. } else if ( image.complete === false ) {
  13077. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13078. } else {
  13079. uploadTexture( textureProperties, texture, slot );
  13080. return;
  13081. }
  13082. }
  13083. state.activeTexture( 33984 + slot );
  13084. state.bindTexture( 3553, textureProperties.__webglTexture );
  13085. }
  13086. function setTexture2DArray( texture, slot ) {
  13087. var textureProperties = properties.get( texture );
  13088. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13089. uploadTexture( textureProperties, texture, slot );
  13090. return;
  13091. }
  13092. state.activeTexture( 33984 + slot );
  13093. state.bindTexture( 35866, textureProperties.__webglTexture );
  13094. }
  13095. function setTexture3D( texture, slot ) {
  13096. var textureProperties = properties.get( texture );
  13097. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13098. uploadTexture( textureProperties, texture, slot );
  13099. return;
  13100. }
  13101. state.activeTexture( 33984 + slot );
  13102. state.bindTexture( 32879, textureProperties.__webglTexture );
  13103. }
  13104. function setTextureCube( texture, slot ) {
  13105. if ( texture.image.length !== 6 ) { return; }
  13106. var textureProperties = properties.get( texture );
  13107. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13108. initTexture( textureProperties, texture );
  13109. state.activeTexture( 33984 + slot );
  13110. state.bindTexture( 34067, textureProperties.__webglTexture );
  13111. _gl.pixelStorei( 37440, texture.flipY );
  13112. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13113. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13114. var cubeImage = [];
  13115. for ( var i = 0; i < 6; i ++ ) {
  13116. if ( ! isCompressed && ! isDataTexture ) {
  13117. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13118. } else {
  13119. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13120. }
  13121. }
  13122. var image = cubeImage[ 0 ],
  13123. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13124. glFormat = utils.convert( texture.format ),
  13125. glType = utils.convert( texture.type ),
  13126. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13127. setTextureParameters( 34067, texture, supportsMips );
  13128. var mipmaps;
  13129. if ( isCompressed ) {
  13130. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13131. mipmaps = cubeImage[ i$1 ].mipmaps;
  13132. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13133. var mipmap = mipmaps[ j ];
  13134. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13135. if ( glFormat !== null ) {
  13136. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13137. } else {
  13138. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13139. }
  13140. } else {
  13141. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13142. }
  13143. }
  13144. }
  13145. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13146. } else {
  13147. mipmaps = texture.mipmaps;
  13148. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13149. if ( isDataTexture ) {
  13150. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13151. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13152. var mipmap$1 = mipmaps[ j$1 ];
  13153. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13154. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13155. }
  13156. } else {
  13157. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13158. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13159. var mipmap$2 = mipmaps[ j$2 ];
  13160. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13161. }
  13162. }
  13163. }
  13164. textureProperties.__maxMipLevel = mipmaps.length;
  13165. }
  13166. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13167. // We assume images for cube map have the same size.
  13168. generateMipmap( 34067, texture, image.width, image.height );
  13169. }
  13170. textureProperties.__version = texture.version;
  13171. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13172. } else {
  13173. state.activeTexture( 33984 + slot );
  13174. state.bindTexture( 34067, textureProperties.__webglTexture );
  13175. }
  13176. }
  13177. function setTextureCubeDynamic( texture, slot ) {
  13178. state.activeTexture( 33984 + slot );
  13179. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13180. }
  13181. var wrappingToGL = {};
  13182. wrappingToGL[ RepeatWrapping ] = 10497;
  13183. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13184. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13185. var filterToGL = {};
  13186. filterToGL[ NearestFilter ] = 9728;
  13187. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13188. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13189. filterToGL[ LinearFilter ] = 9729;
  13190. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13191. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13192. function setTextureParameters( textureType, texture, supportsMips ) {
  13193. if ( supportsMips ) {
  13194. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13195. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13196. if ( textureType === 32879 || textureType === 35866 ) {
  13197. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13198. }
  13199. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13200. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13201. } else {
  13202. _gl.texParameteri( textureType, 10242, 33071 );
  13203. _gl.texParameteri( textureType, 10243, 33071 );
  13204. if ( textureType === 32879 || textureType === 35866 ) {
  13205. _gl.texParameteri( textureType, 32882, 33071 );
  13206. }
  13207. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13208. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13209. }
  13210. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13211. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13212. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13213. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13214. }
  13215. }
  13216. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13217. if ( extension ) {
  13218. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13219. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13220. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13221. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13222. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13223. }
  13224. }
  13225. }
  13226. function initTexture( textureProperties, texture ) {
  13227. if ( textureProperties.__webglInit === undefined ) {
  13228. textureProperties.__webglInit = true;
  13229. texture.addEventListener( 'dispose', onTextureDispose );
  13230. textureProperties.__webglTexture = _gl.createTexture();
  13231. info.memory.textures ++;
  13232. }
  13233. }
  13234. function uploadTexture( textureProperties, texture, slot ) {
  13235. var textureType = 3553;
  13236. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13237. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13238. initTexture( textureProperties, texture );
  13239. state.activeTexture( 33984 + slot );
  13240. state.bindTexture( textureType, textureProperties.__webglTexture );
  13241. _gl.pixelStorei( 37440, texture.flipY );
  13242. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13243. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13244. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13245. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13246. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13247. glFormat = utils.convert( texture.format );
  13248. var glType = utils.convert( texture.type ),
  13249. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13250. setTextureParameters( textureType, texture, supportsMips );
  13251. var mipmap;
  13252. var mipmaps = texture.mipmaps;
  13253. if ( texture.isDepthTexture ) {
  13254. // populate depth texture with dummy data
  13255. glInternalFormat = 6402;
  13256. if ( isWebGL2 ) {
  13257. if ( texture.type === FloatType ) {
  13258. glInternalFormat = 36012;
  13259. } else if ( texture.type === UnsignedIntType ) {
  13260. glInternalFormat = 33190;
  13261. } else if ( texture.type === UnsignedInt248Type ) {
  13262. glInternalFormat = 35056;
  13263. } else {
  13264. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13265. }
  13266. } else {
  13267. if ( texture.type === FloatType ) {
  13268. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13269. }
  13270. }
  13271. // validation checks for WebGL 1
  13272. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13273. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13274. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13275. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13276. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13277. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13278. texture.type = UnsignedShortType;
  13279. glType = utils.convert( texture.type );
  13280. }
  13281. }
  13282. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13283. // Depth stencil textures need the DEPTH_STENCIL internal format
  13284. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13285. glInternalFormat = 34041;
  13286. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13287. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13288. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13289. if ( texture.type !== UnsignedInt248Type ) {
  13290. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13291. texture.type = UnsignedInt248Type;
  13292. glType = utils.convert( texture.type );
  13293. }
  13294. }
  13295. //
  13296. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13297. } else if ( texture.isDataTexture ) {
  13298. // use manually created mipmaps if available
  13299. // if there are no manual mipmaps
  13300. // set 0 level mipmap and then use GL to generate other mipmap levels
  13301. if ( mipmaps.length > 0 && supportsMips ) {
  13302. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13303. mipmap = mipmaps[ i ];
  13304. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13305. }
  13306. texture.generateMipmaps = false;
  13307. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13308. } else {
  13309. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13310. textureProperties.__maxMipLevel = 0;
  13311. }
  13312. } else if ( texture.isCompressedTexture ) {
  13313. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13314. mipmap = mipmaps[ i$1 ];
  13315. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13316. if ( glFormat !== null ) {
  13317. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13318. } else {
  13319. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13320. }
  13321. } else {
  13322. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13323. }
  13324. }
  13325. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13326. } else if ( texture.isDataTexture2DArray ) {
  13327. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13328. textureProperties.__maxMipLevel = 0;
  13329. } else if ( texture.isDataTexture3D ) {
  13330. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13331. textureProperties.__maxMipLevel = 0;
  13332. } else {
  13333. // regular Texture (image, video, canvas)
  13334. // use manually created mipmaps if available
  13335. // if there are no manual mipmaps
  13336. // set 0 level mipmap and then use GL to generate other mipmap levels
  13337. if ( mipmaps.length > 0 && supportsMips ) {
  13338. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13339. mipmap = mipmaps[ i$2 ];
  13340. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13341. }
  13342. texture.generateMipmaps = false;
  13343. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13344. } else {
  13345. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13346. textureProperties.__maxMipLevel = 0;
  13347. }
  13348. }
  13349. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13350. generateMipmap( textureType, texture, image.width, image.height );
  13351. }
  13352. textureProperties.__version = texture.version;
  13353. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13354. }
  13355. // Render targets
  13356. // Setup storage for target texture and bind it to correct framebuffer
  13357. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13358. var glFormat = utils.convert( renderTarget.texture.format );
  13359. var glType = utils.convert( renderTarget.texture.type );
  13360. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13361. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13362. _gl.bindFramebuffer( 36160, framebuffer );
  13363. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13364. _gl.bindFramebuffer( 36160, null );
  13365. }
  13366. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13367. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13368. _gl.bindRenderbuffer( 36161, renderbuffer );
  13369. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13370. var glInternalFormat = 33189;
  13371. if ( isMultisample ) {
  13372. var depthTexture = renderTarget.depthTexture;
  13373. if ( depthTexture && depthTexture.isDepthTexture ) {
  13374. if ( depthTexture.type === FloatType ) {
  13375. glInternalFormat = 36012;
  13376. } else if ( depthTexture.type === UnsignedIntType ) {
  13377. glInternalFormat = 33190;
  13378. }
  13379. }
  13380. var samples = getRenderTargetSamples( renderTarget );
  13381. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13382. } else {
  13383. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13384. }
  13385. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13386. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13387. if ( isMultisample ) {
  13388. var samples$1 = getRenderTargetSamples( renderTarget );
  13389. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13390. } else {
  13391. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13392. }
  13393. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13394. } else {
  13395. var glFormat = utils.convert( renderTarget.texture.format );
  13396. var glType = utils.convert( renderTarget.texture.type );
  13397. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13398. if ( isMultisample ) {
  13399. var samples$2 = getRenderTargetSamples( renderTarget );
  13400. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13401. } else {
  13402. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13403. }
  13404. }
  13405. _gl.bindRenderbuffer( 36161, null );
  13406. }
  13407. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13408. function setupDepthTexture( framebuffer, renderTarget ) {
  13409. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13410. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13411. _gl.bindFramebuffer( 36160, framebuffer );
  13412. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13413. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13414. }
  13415. // upload an empty depth texture with framebuffer size
  13416. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13417. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13418. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13419. renderTarget.depthTexture.image.width = renderTarget.width;
  13420. renderTarget.depthTexture.image.height = renderTarget.height;
  13421. renderTarget.depthTexture.needsUpdate = true;
  13422. }
  13423. setTexture2D( renderTarget.depthTexture, 0 );
  13424. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13425. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13426. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13427. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13428. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13429. } else {
  13430. throw new Error( 'Unknown depthTexture format' );
  13431. }
  13432. }
  13433. // Setup GL resources for a non-texture depth buffer
  13434. function setupDepthRenderbuffer( renderTarget ) {
  13435. var renderTargetProperties = properties.get( renderTarget );
  13436. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13437. if ( renderTarget.depthTexture ) {
  13438. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13439. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13440. } else {
  13441. if ( isCube ) {
  13442. renderTargetProperties.__webglDepthbuffer = [];
  13443. for ( var i = 0; i < 6; i ++ ) {
  13444. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13445. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13446. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13447. }
  13448. } else {
  13449. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13450. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13451. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13452. }
  13453. }
  13454. _gl.bindFramebuffer( 36160, null );
  13455. }
  13456. // Set up GL resources for the render target
  13457. function setupRenderTarget( renderTarget ) {
  13458. var renderTargetProperties = properties.get( renderTarget );
  13459. var textureProperties = properties.get( renderTarget.texture );
  13460. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13461. textureProperties.__webglTexture = _gl.createTexture();
  13462. info.memory.textures ++;
  13463. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13464. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13465. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13466. // Handles WebGL2 RGBFormat fallback - #18858
  13467. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13468. renderTarget.texture.format = RGBAFormat;
  13469. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13470. }
  13471. // Setup framebuffer
  13472. if ( isCube ) {
  13473. renderTargetProperties.__webglFramebuffer = [];
  13474. for ( var i = 0; i < 6; i ++ ) {
  13475. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13476. }
  13477. } else {
  13478. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13479. if ( isMultisample ) {
  13480. if ( isWebGL2 ) {
  13481. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13482. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13483. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13484. var glFormat = utils.convert( renderTarget.texture.format );
  13485. var glType = utils.convert( renderTarget.texture.type );
  13486. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13487. var samples = getRenderTargetSamples( renderTarget );
  13488. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13489. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13490. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13491. _gl.bindRenderbuffer( 36161, null );
  13492. if ( renderTarget.depthBuffer ) {
  13493. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13494. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13495. }
  13496. _gl.bindFramebuffer( 36160, null );
  13497. } else {
  13498. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13499. }
  13500. }
  13501. }
  13502. // Setup color buffer
  13503. if ( isCube ) {
  13504. state.bindTexture( 34067, textureProperties.__webglTexture );
  13505. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13506. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13507. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13508. }
  13509. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13510. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13511. }
  13512. state.bindTexture( 34067, null );
  13513. } else {
  13514. state.bindTexture( 3553, textureProperties.__webglTexture );
  13515. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13516. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13517. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13518. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13519. }
  13520. state.bindTexture( 3553, null );
  13521. }
  13522. // Setup depth and stencil buffers
  13523. if ( renderTarget.depthBuffer ) {
  13524. setupDepthRenderbuffer( renderTarget );
  13525. }
  13526. }
  13527. function updateRenderTargetMipmap( renderTarget ) {
  13528. var texture = renderTarget.texture;
  13529. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13530. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13531. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13532. var webglTexture = properties.get( texture ).__webglTexture;
  13533. state.bindTexture( target, webglTexture );
  13534. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13535. state.bindTexture( target, null );
  13536. }
  13537. }
  13538. function updateMultisampleRenderTarget( renderTarget ) {
  13539. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13540. if ( isWebGL2 ) {
  13541. var renderTargetProperties = properties.get( renderTarget );
  13542. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13543. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13544. var width = renderTarget.width;
  13545. var height = renderTarget.height;
  13546. var mask = 16384;
  13547. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13548. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13549. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13550. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13551. } else {
  13552. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13553. }
  13554. }
  13555. }
  13556. function getRenderTargetSamples( renderTarget ) {
  13557. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13558. Math.min( maxSamples, renderTarget.samples ) : 0;
  13559. }
  13560. function updateVideoTexture( texture ) {
  13561. var frame = info.render.frame;
  13562. // Check the last frame we updated the VideoTexture
  13563. if ( _videoTextures.get( texture ) !== frame ) {
  13564. _videoTextures.set( texture, frame );
  13565. texture.update();
  13566. }
  13567. }
  13568. // backwards compatibility
  13569. var warnedTexture2D = false;
  13570. var warnedTextureCube = false;
  13571. function safeSetTexture2D( texture, slot ) {
  13572. if ( texture && texture.isWebGLRenderTarget ) {
  13573. if ( warnedTexture2D === false ) {
  13574. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13575. warnedTexture2D = true;
  13576. }
  13577. texture = texture.texture;
  13578. }
  13579. setTexture2D( texture, slot );
  13580. }
  13581. function safeSetTextureCube( texture, slot ) {
  13582. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13583. if ( warnedTextureCube === false ) {
  13584. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13585. warnedTextureCube = true;
  13586. }
  13587. texture = texture.texture;
  13588. }
  13589. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13590. // TODO: unify these code paths
  13591. if ( ( texture && texture.isCubeTexture ) ||
  13592. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13593. // CompressedTexture can have Array in image :/
  13594. // this function alone should take care of cube textures
  13595. setTextureCube( texture, slot );
  13596. } else {
  13597. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13598. setTextureCubeDynamic( texture, slot );
  13599. }
  13600. }
  13601. //
  13602. this.allocateTextureUnit = allocateTextureUnit;
  13603. this.resetTextureUnits = resetTextureUnits;
  13604. this.setTexture2D = setTexture2D;
  13605. this.setTexture2DArray = setTexture2DArray;
  13606. this.setTexture3D = setTexture3D;
  13607. this.setTextureCube = setTextureCube;
  13608. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13609. this.setupRenderTarget = setupRenderTarget;
  13610. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13611. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13612. this.safeSetTexture2D = safeSetTexture2D;
  13613. this.safeSetTextureCube = safeSetTextureCube;
  13614. }
  13615. /**
  13616. * @author thespite / http://www.twitter.com/thespite
  13617. */
  13618. function WebGLUtils( gl, extensions, capabilities ) {
  13619. var isWebGL2 = capabilities.isWebGL2;
  13620. function convert( p ) {
  13621. var extension;
  13622. if ( p === UnsignedByteType ) { return 5121; }
  13623. if ( p === UnsignedShort4444Type ) { return 32819; }
  13624. if ( p === UnsignedShort5551Type ) { return 32820; }
  13625. if ( p === UnsignedShort565Type ) { return 33635; }
  13626. if ( p === ByteType ) { return 5120; }
  13627. if ( p === ShortType ) { return 5122; }
  13628. if ( p === UnsignedShortType ) { return 5123; }
  13629. if ( p === IntType ) { return 5124; }
  13630. if ( p === UnsignedIntType ) { return 5125; }
  13631. if ( p === FloatType ) { return 5126; }
  13632. if ( p === HalfFloatType ) {
  13633. if ( isWebGL2 ) { return 5131; }
  13634. extension = extensions.get( 'OES_texture_half_float' );
  13635. if ( extension !== null ) {
  13636. return extension.HALF_FLOAT_OES;
  13637. } else {
  13638. return null;
  13639. }
  13640. }
  13641. if ( p === AlphaFormat ) { return 6406; }
  13642. if ( p === RGBFormat ) { return 6407; }
  13643. if ( p === RGBAFormat ) { return 6408; }
  13644. if ( p === LuminanceFormat ) { return 6409; }
  13645. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13646. if ( p === DepthFormat ) { return 6402; }
  13647. if ( p === DepthStencilFormat ) { return 34041; }
  13648. if ( p === RedFormat ) { return 6403; }
  13649. // WebGL2 formats.
  13650. if ( p === RedIntegerFormat ) { return 36244; }
  13651. if ( p === RGFormat ) { return 33319; }
  13652. if ( p === RGIntegerFormat ) { return 33320; }
  13653. if ( p === RGBIntegerFormat ) { return 36248; }
  13654. if ( p === RGBAIntegerFormat ) { return 36249; }
  13655. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13656. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13657. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13658. if ( extension !== null ) {
  13659. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13660. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13661. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13662. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13663. } else {
  13664. return null;
  13665. }
  13666. }
  13667. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13668. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13669. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13670. if ( extension !== null ) {
  13671. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13672. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13673. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13674. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13675. } else {
  13676. return null;
  13677. }
  13678. }
  13679. if ( p === RGB_ETC1_Format ) {
  13680. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13681. if ( extension !== null ) {
  13682. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13683. } else {
  13684. return null;
  13685. }
  13686. }
  13687. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13688. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13689. if ( extension !== null ) {
  13690. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13691. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13692. }
  13693. }
  13694. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13695. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13696. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13697. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13698. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13699. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13700. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13701. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13702. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13703. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13704. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13705. if ( extension !== null ) {
  13706. // TODO Complete?
  13707. return p;
  13708. } else {
  13709. return null;
  13710. }
  13711. }
  13712. if ( p === RGBA_BPTC_Format ) {
  13713. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13714. if ( extension !== null ) {
  13715. // TODO Complete?
  13716. return p;
  13717. } else {
  13718. return null;
  13719. }
  13720. }
  13721. if ( p === UnsignedInt248Type ) {
  13722. if ( isWebGL2 ) { return 34042; }
  13723. extension = extensions.get( 'WEBGL_depth_texture' );
  13724. if ( extension !== null ) {
  13725. return extension.UNSIGNED_INT_24_8_WEBGL;
  13726. } else {
  13727. return null;
  13728. }
  13729. }
  13730. }
  13731. return { convert: convert };
  13732. }
  13733. /**
  13734. * @author mrdoob / http://mrdoob.com/
  13735. */
  13736. function ArrayCamera( array ) {
  13737. PerspectiveCamera.call( this );
  13738. this.cameras = array || [];
  13739. }
  13740. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13741. constructor: ArrayCamera,
  13742. isArrayCamera: true
  13743. } );
  13744. /**
  13745. * @author mrdoob / http://mrdoob.com/
  13746. */
  13747. function Group() {
  13748. Object3D.call( this );
  13749. this.type = 'Group';
  13750. }
  13751. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13752. constructor: Group,
  13753. isGroup: true
  13754. } );
  13755. /**
  13756. * @author Mugen87 / https://github.com/Mugen87
  13757. */
  13758. function WebXRController() {
  13759. this._targetRay = null;
  13760. this._grip = null;
  13761. }
  13762. Object.assign( WebXRController.prototype, {
  13763. constructor: WebXRController,
  13764. getTargetRaySpace: function () {
  13765. if ( this._targetRay === null ) {
  13766. this._targetRay = new Group();
  13767. this._targetRay.matrixAutoUpdate = false;
  13768. this._targetRay.visible = false;
  13769. }
  13770. return this._targetRay;
  13771. },
  13772. getGripSpace: function () {
  13773. if ( this._grip === null ) {
  13774. this._grip = new Group();
  13775. this._grip.matrixAutoUpdate = false;
  13776. this._grip.visible = false;
  13777. }
  13778. return this._grip;
  13779. },
  13780. dispatchEvent: function ( event ) {
  13781. if ( this._targetRay !== null ) {
  13782. this._targetRay.dispatchEvent( event );
  13783. }
  13784. if ( this._grip !== null ) {
  13785. this._grip.dispatchEvent( event );
  13786. }
  13787. return this;
  13788. },
  13789. disconnect: function ( inputSource ) {
  13790. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13791. if ( this._targetRay !== null ) {
  13792. this._targetRay.visible = false;
  13793. }
  13794. if ( this._grip !== null ) {
  13795. this._grip.visible = false;
  13796. }
  13797. return this;
  13798. },
  13799. update: function ( inputSource, frame, referenceSpace ) {
  13800. var inputPose = null;
  13801. var gripPose = null;
  13802. var targetRay = this._targetRay;
  13803. var grip = this._grip;
  13804. if ( inputSource ) {
  13805. if ( targetRay !== null ) {
  13806. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13807. if ( inputPose !== null ) {
  13808. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13809. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13810. }
  13811. }
  13812. if ( grip !== null && inputSource.gripSpace ) {
  13813. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13814. if ( gripPose !== null ) {
  13815. grip.matrix.fromArray( gripPose.transform.matrix );
  13816. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13817. }
  13818. }
  13819. }
  13820. if ( targetRay !== null ) {
  13821. targetRay.visible = ( inputPose !== null );
  13822. }
  13823. if ( grip !== null ) {
  13824. grip.visible = ( gripPose !== null );
  13825. }
  13826. return this;
  13827. }
  13828. } );
  13829. /**
  13830. * @author mrdoob / http://mrdoob.com/
  13831. */
  13832. function WebXRManager( renderer, gl ) {
  13833. var scope = this;
  13834. var session = null;
  13835. var framebufferScaleFactor = 1.0;
  13836. var referenceSpace = null;
  13837. var referenceSpaceType = 'local-floor';
  13838. var pose = null;
  13839. var controllers = [];
  13840. var inputSourcesMap = new Map();
  13841. //
  13842. var cameraL = new PerspectiveCamera();
  13843. cameraL.layers.enable( 1 );
  13844. cameraL.viewport = new Vector4();
  13845. var cameraR = new PerspectiveCamera();
  13846. cameraR.layers.enable( 2 );
  13847. cameraR.viewport = new Vector4();
  13848. var cameras = [ cameraL, cameraR ];
  13849. var cameraVR = new ArrayCamera();
  13850. cameraVR.layers.enable( 1 );
  13851. cameraVR.layers.enable( 2 );
  13852. var _currentDepthNear = null;
  13853. var _currentDepthFar = null;
  13854. //
  13855. this.enabled = false;
  13856. this.isPresenting = false;
  13857. this.getController = function ( index ) {
  13858. var controller = controllers[ index ];
  13859. if ( controller === undefined ) {
  13860. controller = new WebXRController();
  13861. controllers[ index ] = controller;
  13862. }
  13863. return controller.getTargetRaySpace();
  13864. };
  13865. this.getControllerGrip = function ( index ) {
  13866. var controller = controllers[ index ];
  13867. if ( controller === undefined ) {
  13868. controller = new WebXRController();
  13869. controllers[ index ] = controller;
  13870. }
  13871. return controller.getGripSpace();
  13872. };
  13873. //
  13874. function onSessionEvent( event ) {
  13875. var controller = inputSourcesMap.get( event.inputSource );
  13876. if ( controller ) {
  13877. controller.dispatchEvent( { type: event.type } );
  13878. }
  13879. }
  13880. function onSessionEnd() {
  13881. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13882. controller.disconnect( inputSource );
  13883. } );
  13884. inputSourcesMap.clear();
  13885. //
  13886. renderer.setFramebuffer( null );
  13887. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13888. animation.stop();
  13889. scope.isPresenting = false;
  13890. scope.dispatchEvent( { type: 'sessionend' } );
  13891. }
  13892. function onRequestReferenceSpace( value ) {
  13893. referenceSpace = value;
  13894. animation.setContext( session );
  13895. animation.start();
  13896. scope.isPresenting = true;
  13897. scope.dispatchEvent( { type: 'sessionstart' } );
  13898. }
  13899. this.setFramebufferScaleFactor = function ( value ) {
  13900. framebufferScaleFactor = value;
  13901. if ( scope.isPresenting === true ) {
  13902. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  13903. }
  13904. };
  13905. this.setReferenceSpaceType = function ( value ) {
  13906. referenceSpaceType = value;
  13907. if ( scope.isPresenting === true ) {
  13908. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  13909. }
  13910. };
  13911. this.getReferenceSpace = function () {
  13912. return referenceSpace;
  13913. };
  13914. this.getSession = function () {
  13915. return session;
  13916. };
  13917. this.setSession = function ( value ) {
  13918. session = value;
  13919. if ( session !== null ) {
  13920. session.addEventListener( 'select', onSessionEvent );
  13921. session.addEventListener( 'selectstart', onSessionEvent );
  13922. session.addEventListener( 'selectend', onSessionEvent );
  13923. session.addEventListener( 'squeeze', onSessionEvent );
  13924. session.addEventListener( 'squeezestart', onSessionEvent );
  13925. session.addEventListener( 'squeezeend', onSessionEvent );
  13926. session.addEventListener( 'end', onSessionEnd );
  13927. var attributes = gl.getContextAttributes();
  13928. if ( attributes.xrCompatible !== true ) {
  13929. gl.makeXRCompatible();
  13930. }
  13931. var layerInit = {
  13932. antialias: attributes.antialias,
  13933. alpha: attributes.alpha,
  13934. depth: attributes.depth,
  13935. stencil: attributes.stencil,
  13936. framebufferScaleFactor: framebufferScaleFactor
  13937. };
  13938. // eslint-disable-next-line no-undef
  13939. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13940. session.updateRenderState( { baseLayer: baseLayer } );
  13941. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13942. //
  13943. session.addEventListener( 'inputsourceschange', updateInputSources );
  13944. }
  13945. };
  13946. function updateInputSources( event ) {
  13947. var inputSources = session.inputSources;
  13948. // Assign inputSources to available controllers
  13949. for ( var i = 0; i < controllers.length; i ++ ) {
  13950. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13951. }
  13952. // Notify disconnected
  13953. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  13954. var inputSource = event.removed[ i$1 ];
  13955. var controller = inputSourcesMap.get( inputSource );
  13956. if ( controller ) {
  13957. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13958. inputSourcesMap.delete( inputSource );
  13959. }
  13960. }
  13961. // Notify connected
  13962. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  13963. var inputSource$1 = event.added[ i$2 ];
  13964. var controller$1 = inputSourcesMap.get( inputSource$1 );
  13965. if ( controller$1 ) {
  13966. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  13967. }
  13968. }
  13969. }
  13970. //
  13971. var cameraLPos = new Vector3();
  13972. var cameraRPos = new Vector3();
  13973. /**
  13974. * @author jsantell / https://www.jsantell.com/
  13975. *
  13976. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13977. * the cameras' projection and world matrices have already been set.
  13978. * And that near and far planes are identical for both cameras.
  13979. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13980. */
  13981. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13982. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13983. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13984. var ipd = cameraLPos.distanceTo( cameraRPos );
  13985. var projL = cameraL.projectionMatrix.elements;
  13986. var projR = cameraR.projectionMatrix.elements;
  13987. // VR systems will have identical far and near planes, and
  13988. // most likely identical top and bottom frustum extents.
  13989. // Use the left camera for these values.
  13990. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13991. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13992. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13993. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13994. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13995. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13996. var left = near * leftFov;
  13997. var right = near * rightFov;
  13998. // Calculate the new camera's position offset from the
  13999. // left camera. xOffset should be roughly half `ipd`.
  14000. var zOffset = ipd / ( - leftFov + rightFov );
  14001. var xOffset = zOffset * - leftFov;
  14002. // TODO: Better way to apply this offset?
  14003. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14004. camera.translateX( xOffset );
  14005. camera.translateZ( zOffset );
  14006. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14007. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14008. // Find the union of the frustum values of the cameras and scale
  14009. // the values so that the near plane's position does not change in world space,
  14010. // although must now be relative to the new union camera.
  14011. var near2 = near + zOffset;
  14012. var far2 = far + zOffset;
  14013. var left2 = left - xOffset;
  14014. var right2 = right + ( ipd - xOffset );
  14015. var top2 = topFov * far / far2 * near2;
  14016. var bottom2 = bottomFov * far / far2 * near2;
  14017. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14018. }
  14019. function updateCamera( camera, parent ) {
  14020. if ( parent === null ) {
  14021. camera.matrixWorld.copy( camera.matrix );
  14022. } else {
  14023. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14024. }
  14025. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14026. }
  14027. this.getCamera = function ( camera ) {
  14028. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14029. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14030. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14031. // Note that the new renderState won't apply until the next frame. See #18320
  14032. session.updateRenderState( {
  14033. depthNear: cameraVR.near,
  14034. depthFar: cameraVR.far
  14035. } );
  14036. _currentDepthNear = cameraVR.near;
  14037. _currentDepthFar = cameraVR.far;
  14038. }
  14039. var parent = camera.parent;
  14040. var cameras = cameraVR.cameras;
  14041. updateCamera( cameraVR, parent );
  14042. for ( var i = 0; i < cameras.length; i ++ ) {
  14043. updateCamera( cameras[ i ], parent );
  14044. }
  14045. // update camera and its children
  14046. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14047. var children = camera.children;
  14048. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14049. children[ i$1 ].updateMatrixWorld( true );
  14050. }
  14051. // update projection matrix for proper view frustum culling
  14052. if ( cameras.length === 2 ) {
  14053. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14054. } else {
  14055. // assume single camera setup (AR)
  14056. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14057. }
  14058. return cameraVR;
  14059. };
  14060. // Animation Loop
  14061. var onAnimationFrameCallback = null;
  14062. function onAnimationFrame( time, frame ) {
  14063. pose = frame.getViewerPose( referenceSpace );
  14064. if ( pose !== null ) {
  14065. var views = pose.views;
  14066. var baseLayer = session.renderState.baseLayer;
  14067. renderer.setFramebuffer( baseLayer.framebuffer );
  14068. var cameraVRNeedsUpdate = false;
  14069. // check if it's necessary to rebuild cameraVR's camera list
  14070. if ( views.length !== cameraVR.cameras.length ) {
  14071. cameraVR.cameras.length = 0;
  14072. cameraVRNeedsUpdate = true;
  14073. }
  14074. for ( var i = 0; i < views.length; i ++ ) {
  14075. var view = views[ i ];
  14076. var viewport = baseLayer.getViewport( view );
  14077. var camera = cameras[ i ];
  14078. camera.matrix.fromArray( view.transform.matrix );
  14079. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14080. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14081. if ( i === 0 ) {
  14082. cameraVR.matrix.copy( camera.matrix );
  14083. }
  14084. if ( cameraVRNeedsUpdate === true ) {
  14085. cameraVR.cameras.push( camera );
  14086. }
  14087. }
  14088. }
  14089. //
  14090. var inputSources = session.inputSources;
  14091. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14092. var controller = controllers[ i$1 ];
  14093. var inputSource = inputSources[ i$1 ];
  14094. controller.update( inputSource, frame, referenceSpace );
  14095. }
  14096. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14097. }
  14098. var animation = new WebGLAnimation();
  14099. animation.setAnimationLoop( onAnimationFrame );
  14100. this.setAnimationLoop = function ( callback ) {
  14101. onAnimationFrameCallback = callback;
  14102. };
  14103. this.dispose = function () {};
  14104. }
  14105. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14106. /**
  14107. * @author mrdoob / http://mrdoob.com/
  14108. */
  14109. function WebGLMaterials( properties ) {
  14110. function refreshFogUniforms( uniforms, fog ) {
  14111. uniforms.fogColor.value.copy( fog.color );
  14112. if ( fog.isFog ) {
  14113. uniforms.fogNear.value = fog.near;
  14114. uniforms.fogFar.value = fog.far;
  14115. } else if ( fog.isFogExp2 ) {
  14116. uniforms.fogDensity.value = fog.density;
  14117. }
  14118. }
  14119. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14120. if ( material.isMeshBasicMaterial ) {
  14121. refreshUniformsCommon( uniforms, material );
  14122. } else if ( material.isMeshLambertMaterial ) {
  14123. refreshUniformsCommon( uniforms, material );
  14124. refreshUniformsLambert( uniforms, material );
  14125. } else if ( material.isMeshToonMaterial ) {
  14126. refreshUniformsCommon( uniforms, material );
  14127. refreshUniformsToon( uniforms, material );
  14128. } else if ( material.isMeshPhongMaterial ) {
  14129. refreshUniformsCommon( uniforms, material );
  14130. refreshUniformsPhong( uniforms, material );
  14131. } else if ( material.isMeshStandardMaterial ) {
  14132. refreshUniformsCommon( uniforms, material, environment );
  14133. if ( material.isMeshPhysicalMaterial ) {
  14134. refreshUniformsPhysical( uniforms, material, environment );
  14135. } else {
  14136. refreshUniformsStandard( uniforms, material, environment );
  14137. }
  14138. } else if ( material.isMeshMatcapMaterial ) {
  14139. refreshUniformsCommon( uniforms, material );
  14140. refreshUniformsMatcap( uniforms, material );
  14141. } else if ( material.isMeshDepthMaterial ) {
  14142. refreshUniformsCommon( uniforms, material );
  14143. refreshUniformsDepth( uniforms, material );
  14144. } else if ( material.isMeshDistanceMaterial ) {
  14145. refreshUniformsCommon( uniforms, material );
  14146. refreshUniformsDistance( uniforms, material );
  14147. } else if ( material.isMeshNormalMaterial ) {
  14148. refreshUniformsCommon( uniforms, material );
  14149. refreshUniformsNormal( uniforms, material );
  14150. } else if ( material.isLineBasicMaterial ) {
  14151. refreshUniformsLine( uniforms, material );
  14152. if ( material.isLineDashedMaterial ) {
  14153. refreshUniformsDash( uniforms, material );
  14154. }
  14155. } else if ( material.isPointsMaterial ) {
  14156. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14157. } else if ( material.isSpriteMaterial ) {
  14158. refreshUniformsSprites( uniforms, material );
  14159. } else if ( material.isShadowMaterial ) {
  14160. uniforms.color.value.copy( material.color );
  14161. uniforms.opacity.value = material.opacity;
  14162. } else if ( material.isShaderMaterial ) {
  14163. material.uniformsNeedUpdate = false; // #15581
  14164. }
  14165. }
  14166. function refreshUniformsCommon( uniforms, material, environment ) {
  14167. uniforms.opacity.value = material.opacity;
  14168. if ( material.color ) {
  14169. uniforms.diffuse.value.copy( material.color );
  14170. }
  14171. if ( material.emissive ) {
  14172. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14173. }
  14174. if ( material.map ) {
  14175. uniforms.map.value = material.map;
  14176. }
  14177. if ( material.alphaMap ) {
  14178. uniforms.alphaMap.value = material.alphaMap;
  14179. }
  14180. if ( material.specularMap ) {
  14181. uniforms.specularMap.value = material.specularMap;
  14182. }
  14183. var envMap = material.envMap || environment;
  14184. if ( envMap ) {
  14185. uniforms.envMap.value = envMap;
  14186. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14187. uniforms.reflectivity.value = material.reflectivity;
  14188. uniforms.refractionRatio.value = material.refractionRatio;
  14189. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14190. }
  14191. if ( material.lightMap ) {
  14192. uniforms.lightMap.value = material.lightMap;
  14193. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14194. }
  14195. if ( material.aoMap ) {
  14196. uniforms.aoMap.value = material.aoMap;
  14197. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14198. }
  14199. // uv repeat and offset setting priorities
  14200. // 1. color map
  14201. // 2. specular map
  14202. // 3. normal map
  14203. // 4. bump map
  14204. // 5. alpha map
  14205. // 6. emissive map
  14206. var uvScaleMap;
  14207. if ( material.map ) {
  14208. uvScaleMap = material.map;
  14209. } else if ( material.specularMap ) {
  14210. uvScaleMap = material.specularMap;
  14211. } else if ( material.displacementMap ) {
  14212. uvScaleMap = material.displacementMap;
  14213. } else if ( material.normalMap ) {
  14214. uvScaleMap = material.normalMap;
  14215. } else if ( material.bumpMap ) {
  14216. uvScaleMap = material.bumpMap;
  14217. } else if ( material.roughnessMap ) {
  14218. uvScaleMap = material.roughnessMap;
  14219. } else if ( material.metalnessMap ) {
  14220. uvScaleMap = material.metalnessMap;
  14221. } else if ( material.alphaMap ) {
  14222. uvScaleMap = material.alphaMap;
  14223. } else if ( material.emissiveMap ) {
  14224. uvScaleMap = material.emissiveMap;
  14225. }
  14226. if ( uvScaleMap !== undefined ) {
  14227. // backwards compatibility
  14228. if ( uvScaleMap.isWebGLRenderTarget ) {
  14229. uvScaleMap = uvScaleMap.texture;
  14230. }
  14231. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14232. uvScaleMap.updateMatrix();
  14233. }
  14234. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14235. }
  14236. // uv repeat and offset setting priorities for uv2
  14237. // 1. ao map
  14238. // 2. light map
  14239. var uv2ScaleMap;
  14240. if ( material.aoMap ) {
  14241. uv2ScaleMap = material.aoMap;
  14242. } else if ( material.lightMap ) {
  14243. uv2ScaleMap = material.lightMap;
  14244. }
  14245. if ( uv2ScaleMap !== undefined ) {
  14246. // backwards compatibility
  14247. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14248. uv2ScaleMap = uv2ScaleMap.texture;
  14249. }
  14250. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14251. uv2ScaleMap.updateMatrix();
  14252. }
  14253. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14254. }
  14255. }
  14256. function refreshUniformsLine( uniforms, material ) {
  14257. uniforms.diffuse.value.copy( material.color );
  14258. uniforms.opacity.value = material.opacity;
  14259. }
  14260. function refreshUniformsDash( uniforms, material ) {
  14261. uniforms.dashSize.value = material.dashSize;
  14262. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14263. uniforms.scale.value = material.scale;
  14264. }
  14265. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14266. uniforms.diffuse.value.copy( material.color );
  14267. uniforms.opacity.value = material.opacity;
  14268. uniforms.size.value = material.size * pixelRatio;
  14269. uniforms.scale.value = height * 0.5;
  14270. if ( material.map ) {
  14271. uniforms.map.value = material.map;
  14272. }
  14273. if ( material.alphaMap ) {
  14274. uniforms.alphaMap.value = material.alphaMap;
  14275. }
  14276. // uv repeat and offset setting priorities
  14277. // 1. color map
  14278. // 2. alpha map
  14279. var uvScaleMap;
  14280. if ( material.map ) {
  14281. uvScaleMap = material.map;
  14282. } else if ( material.alphaMap ) {
  14283. uvScaleMap = material.alphaMap;
  14284. }
  14285. if ( uvScaleMap !== undefined ) {
  14286. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14287. uvScaleMap.updateMatrix();
  14288. }
  14289. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14290. }
  14291. }
  14292. function refreshUniformsSprites( uniforms, material ) {
  14293. uniforms.diffuse.value.copy( material.color );
  14294. uniforms.opacity.value = material.opacity;
  14295. uniforms.rotation.value = material.rotation;
  14296. if ( material.map ) {
  14297. uniforms.map.value = material.map;
  14298. }
  14299. if ( material.alphaMap ) {
  14300. uniforms.alphaMap.value = material.alphaMap;
  14301. }
  14302. // uv repeat and offset setting priorities
  14303. // 1. color map
  14304. // 2. alpha map
  14305. var uvScaleMap;
  14306. if ( material.map ) {
  14307. uvScaleMap = material.map;
  14308. } else if ( material.alphaMap ) {
  14309. uvScaleMap = material.alphaMap;
  14310. }
  14311. if ( uvScaleMap !== undefined ) {
  14312. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14313. uvScaleMap.updateMatrix();
  14314. }
  14315. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14316. }
  14317. }
  14318. function refreshUniformsLambert( uniforms, material ) {
  14319. if ( material.emissiveMap ) {
  14320. uniforms.emissiveMap.value = material.emissiveMap;
  14321. }
  14322. }
  14323. function refreshUniformsPhong( uniforms, material ) {
  14324. uniforms.specular.value.copy( material.specular );
  14325. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14326. if ( material.emissiveMap ) {
  14327. uniforms.emissiveMap.value = material.emissiveMap;
  14328. }
  14329. if ( material.bumpMap ) {
  14330. uniforms.bumpMap.value = material.bumpMap;
  14331. uniforms.bumpScale.value = material.bumpScale;
  14332. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14333. }
  14334. if ( material.normalMap ) {
  14335. uniforms.normalMap.value = material.normalMap;
  14336. uniforms.normalScale.value.copy( material.normalScale );
  14337. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14338. }
  14339. if ( material.displacementMap ) {
  14340. uniforms.displacementMap.value = material.displacementMap;
  14341. uniforms.displacementScale.value = material.displacementScale;
  14342. uniforms.displacementBias.value = material.displacementBias;
  14343. }
  14344. }
  14345. function refreshUniformsToon( uniforms, material ) {
  14346. uniforms.specular.value.copy( material.specular );
  14347. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14348. if ( material.gradientMap ) {
  14349. uniforms.gradientMap.value = material.gradientMap;
  14350. }
  14351. if ( material.emissiveMap ) {
  14352. uniforms.emissiveMap.value = material.emissiveMap;
  14353. }
  14354. if ( material.bumpMap ) {
  14355. uniforms.bumpMap.value = material.bumpMap;
  14356. uniforms.bumpScale.value = material.bumpScale;
  14357. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14358. }
  14359. if ( material.normalMap ) {
  14360. uniforms.normalMap.value = material.normalMap;
  14361. uniforms.normalScale.value.copy( material.normalScale );
  14362. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14363. }
  14364. if ( material.displacementMap ) {
  14365. uniforms.displacementMap.value = material.displacementMap;
  14366. uniforms.displacementScale.value = material.displacementScale;
  14367. uniforms.displacementBias.value = material.displacementBias;
  14368. }
  14369. }
  14370. function refreshUniformsStandard( uniforms, material, environment ) {
  14371. uniforms.roughness.value = material.roughness;
  14372. uniforms.metalness.value = material.metalness;
  14373. if ( material.roughnessMap ) {
  14374. uniforms.roughnessMap.value = material.roughnessMap;
  14375. }
  14376. if ( material.metalnessMap ) {
  14377. uniforms.metalnessMap.value = material.metalnessMap;
  14378. }
  14379. if ( material.emissiveMap ) {
  14380. uniforms.emissiveMap.value = material.emissiveMap;
  14381. }
  14382. if ( material.bumpMap ) {
  14383. uniforms.bumpMap.value = material.bumpMap;
  14384. uniforms.bumpScale.value = material.bumpScale;
  14385. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14386. }
  14387. if ( material.normalMap ) {
  14388. uniforms.normalMap.value = material.normalMap;
  14389. uniforms.normalScale.value.copy( material.normalScale );
  14390. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14391. }
  14392. if ( material.displacementMap ) {
  14393. uniforms.displacementMap.value = material.displacementMap;
  14394. uniforms.displacementScale.value = material.displacementScale;
  14395. uniforms.displacementBias.value = material.displacementBias;
  14396. }
  14397. if ( material.envMap || environment ) {
  14398. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14399. uniforms.envMapIntensity.value = material.envMapIntensity;
  14400. }
  14401. }
  14402. function refreshUniformsPhysical( uniforms, material, environment ) {
  14403. refreshUniformsStandard( uniforms, material, environment );
  14404. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14405. uniforms.clearcoat.value = material.clearcoat;
  14406. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14407. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14408. if ( material.clearcoatMap ) {
  14409. uniforms.clearcoatMap.value = material.clearcoatMap;
  14410. }
  14411. if ( material.clearcoatRoughnessMap ) {
  14412. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14413. }
  14414. if ( material.clearcoatNormalMap ) {
  14415. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14416. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14417. if ( material.side === BackSide ) {
  14418. uniforms.clearcoatNormalScale.value.negate();
  14419. }
  14420. }
  14421. uniforms.transparency.value = material.transparency;
  14422. }
  14423. function refreshUniformsMatcap( uniforms, material ) {
  14424. if ( material.matcap ) {
  14425. uniforms.matcap.value = material.matcap;
  14426. }
  14427. if ( material.bumpMap ) {
  14428. uniforms.bumpMap.value = material.bumpMap;
  14429. uniforms.bumpScale.value = material.bumpScale;
  14430. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14431. }
  14432. if ( material.normalMap ) {
  14433. uniforms.normalMap.value = material.normalMap;
  14434. uniforms.normalScale.value.copy( material.normalScale );
  14435. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14436. }
  14437. if ( material.displacementMap ) {
  14438. uniforms.displacementMap.value = material.displacementMap;
  14439. uniforms.displacementScale.value = material.displacementScale;
  14440. uniforms.displacementBias.value = material.displacementBias;
  14441. }
  14442. }
  14443. function refreshUniformsDepth( uniforms, material ) {
  14444. if ( material.displacementMap ) {
  14445. uniforms.displacementMap.value = material.displacementMap;
  14446. uniforms.displacementScale.value = material.displacementScale;
  14447. uniforms.displacementBias.value = material.displacementBias;
  14448. }
  14449. }
  14450. function refreshUniformsDistance( uniforms, material ) {
  14451. if ( material.displacementMap ) {
  14452. uniforms.displacementMap.value = material.displacementMap;
  14453. uniforms.displacementScale.value = material.displacementScale;
  14454. uniforms.displacementBias.value = material.displacementBias;
  14455. }
  14456. uniforms.referencePosition.value.copy( material.referencePosition );
  14457. uniforms.nearDistance.value = material.nearDistance;
  14458. uniforms.farDistance.value = material.farDistance;
  14459. }
  14460. function refreshUniformsNormal( uniforms, material ) {
  14461. if ( material.bumpMap ) {
  14462. uniforms.bumpMap.value = material.bumpMap;
  14463. uniforms.bumpScale.value = material.bumpScale;
  14464. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14465. }
  14466. if ( material.normalMap ) {
  14467. uniforms.normalMap.value = material.normalMap;
  14468. uniforms.normalScale.value.copy( material.normalScale );
  14469. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14470. }
  14471. if ( material.displacementMap ) {
  14472. uniforms.displacementMap.value = material.displacementMap;
  14473. uniforms.displacementScale.value = material.displacementScale;
  14474. uniforms.displacementBias.value = material.displacementBias;
  14475. }
  14476. }
  14477. return {
  14478. refreshFogUniforms: refreshFogUniforms,
  14479. refreshMaterialUniforms: refreshMaterialUniforms
  14480. };
  14481. }
  14482. /**
  14483. * @author supereggbert / http://www.paulbrunt.co.uk/
  14484. * @author mrdoob / http://mrdoob.com/
  14485. * @author alteredq / http://alteredqualia.com/
  14486. * @author szimek / https://github.com/szimek/
  14487. * @author tschw
  14488. */
  14489. function WebGLRenderer( parameters ) {
  14490. parameters = parameters || {};
  14491. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14492. _context = parameters.context !== undefined ? parameters.context : null,
  14493. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14494. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14495. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14496. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14497. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14498. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14499. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14500. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14501. var currentRenderList = null;
  14502. var currentRenderState = null;
  14503. // public properties
  14504. this.domElement = _canvas;
  14505. // Debug configuration container
  14506. this.debug = {
  14507. /**
  14508. * Enables error checking and reporting when shader programs are being compiled
  14509. * @type {boolean}
  14510. */
  14511. checkShaderErrors: true
  14512. };
  14513. // clearing
  14514. this.autoClear = true;
  14515. this.autoClearColor = true;
  14516. this.autoClearDepth = true;
  14517. this.autoClearStencil = true;
  14518. // scene graph
  14519. this.sortObjects = true;
  14520. // user-defined clipping
  14521. this.clippingPlanes = [];
  14522. this.localClippingEnabled = false;
  14523. // physically based shading
  14524. this.gammaFactor = 2.0; // for backwards compatibility
  14525. this.outputEncoding = LinearEncoding;
  14526. // physical lights
  14527. this.physicallyCorrectLights = false;
  14528. // tone mapping
  14529. this.toneMapping = NoToneMapping;
  14530. this.toneMappingExposure = 1.0;
  14531. // morphs
  14532. this.maxMorphTargets = 8;
  14533. this.maxMorphNormals = 4;
  14534. // internal properties
  14535. var _this = this;
  14536. var _isContextLost = false;
  14537. // internal state cache
  14538. var _framebuffer = null;
  14539. var _currentActiveCubeFace = 0;
  14540. var _currentActiveMipmapLevel = 0;
  14541. var _currentRenderTarget = null;
  14542. var _currentFramebuffer = null;
  14543. var _currentMaterialId = - 1;
  14544. // geometry and program caching
  14545. var _currentGeometryProgram = {
  14546. geometry: null,
  14547. program: null,
  14548. wireframe: false
  14549. };
  14550. var _currentCamera = null;
  14551. var _currentArrayCamera = null;
  14552. var _currentViewport = new Vector4();
  14553. var _currentScissor = new Vector4();
  14554. var _currentScissorTest = null;
  14555. //
  14556. var _width = _canvas.width;
  14557. var _height = _canvas.height;
  14558. var _pixelRatio = 1;
  14559. var _opaqueSort = null;
  14560. var _transparentSort = null;
  14561. var _viewport = new Vector4( 0, 0, _width, _height );
  14562. var _scissor = new Vector4( 0, 0, _width, _height );
  14563. var _scissorTest = false;
  14564. // frustum
  14565. var _frustum = new Frustum();
  14566. // clipping
  14567. var _clipping = new WebGLClipping();
  14568. var _clippingEnabled = false;
  14569. var _localClippingEnabled = false;
  14570. // camera matrices cache
  14571. var _projScreenMatrix = new Matrix4();
  14572. var _vector3 = new Vector3();
  14573. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14574. function getTargetPixelRatio() {
  14575. return _currentRenderTarget === null ? _pixelRatio : 1;
  14576. }
  14577. // initialize
  14578. var _gl;
  14579. try {
  14580. var contextAttributes = {
  14581. alpha: _alpha,
  14582. depth: _depth,
  14583. stencil: _stencil,
  14584. antialias: _antialias,
  14585. premultipliedAlpha: _premultipliedAlpha,
  14586. preserveDrawingBuffer: _preserveDrawingBuffer,
  14587. powerPreference: _powerPreference,
  14588. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14589. };
  14590. // event listeners must be registered before WebGL context is created, see #12753
  14591. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14592. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14593. _gl = _context || _canvas.getContext( 'webgl2', contextAttributes ) || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14594. if ( _gl === null ) {
  14595. if ( _canvas.getContext( 'webgl2' ) || _canvas.getContext( 'webgl' ) || _canvas.getContext( 'experimental-webgl' ) ) {
  14596. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14597. } else {
  14598. throw new Error( 'Error creating WebGL context.' );
  14599. }
  14600. }
  14601. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14602. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14603. _gl.getShaderPrecisionFormat = function () {
  14604. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14605. };
  14606. }
  14607. } catch ( error ) {
  14608. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14609. throw error;
  14610. }
  14611. var extensions, capabilities, state, info;
  14612. var properties, textures, attributes, geometries, objects;
  14613. var programCache, materials, renderLists, renderStates;
  14614. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14615. var utils;
  14616. function initGLContext() {
  14617. extensions = new WebGLExtensions( _gl );
  14618. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14619. if ( capabilities.isWebGL2 === false ) {
  14620. extensions.get( 'WEBGL_depth_texture' );
  14621. extensions.get( 'OES_texture_float' );
  14622. extensions.get( 'OES_texture_half_float' );
  14623. extensions.get( 'OES_texture_half_float_linear' );
  14624. extensions.get( 'OES_standard_derivatives' );
  14625. extensions.get( 'OES_element_index_uint' );
  14626. extensions.get( 'ANGLE_instanced_arrays' );
  14627. }
  14628. extensions.get( 'OES_texture_float_linear' );
  14629. utils = new WebGLUtils( _gl, extensions, capabilities );
  14630. state = new WebGLState( _gl, extensions, capabilities );
  14631. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14632. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14633. info = new WebGLInfo( _gl );
  14634. properties = new WebGLProperties();
  14635. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14636. attributes = new WebGLAttributes( _gl, capabilities );
  14637. geometries = new WebGLGeometries( _gl, attributes, info );
  14638. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14639. morphtargets = new WebGLMorphtargets( _gl );
  14640. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14641. materials = new WebGLMaterials( properties );
  14642. renderLists = new WebGLRenderLists();
  14643. renderStates = new WebGLRenderStates();
  14644. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14645. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14646. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14647. info.programs = programCache.programs;
  14648. _this.capabilities = capabilities;
  14649. _this.extensions = extensions;
  14650. _this.properties = properties;
  14651. _this.renderLists = renderLists;
  14652. _this.state = state;
  14653. _this.info = info;
  14654. }
  14655. initGLContext();
  14656. // xr
  14657. var xr = new WebXRManager( _this, _gl );
  14658. this.xr = xr;
  14659. // shadow map
  14660. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14661. this.shadowMap = shadowMap;
  14662. // API
  14663. this.getContext = function () {
  14664. return _gl;
  14665. };
  14666. this.getContextAttributes = function () {
  14667. return _gl.getContextAttributes();
  14668. };
  14669. this.forceContextLoss = function () {
  14670. var extension = extensions.get( 'WEBGL_lose_context' );
  14671. if ( extension ) { extension.loseContext(); }
  14672. };
  14673. this.forceContextRestore = function () {
  14674. var extension = extensions.get( 'WEBGL_lose_context' );
  14675. if ( extension ) { extension.restoreContext(); }
  14676. };
  14677. this.getPixelRatio = function () {
  14678. return _pixelRatio;
  14679. };
  14680. this.setPixelRatio = function ( value ) {
  14681. if ( value === undefined ) { return; }
  14682. _pixelRatio = value;
  14683. this.setSize( _width, _height, false );
  14684. };
  14685. this.getSize = function ( target ) {
  14686. if ( target === undefined ) {
  14687. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14688. target = new Vector2();
  14689. }
  14690. return target.set( _width, _height );
  14691. };
  14692. this.setSize = function ( width, height, updateStyle ) {
  14693. if ( xr.isPresenting ) {
  14694. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14695. return;
  14696. }
  14697. _width = width;
  14698. _height = height;
  14699. _canvas.width = Math.floor( width * _pixelRatio );
  14700. _canvas.height = Math.floor( height * _pixelRatio );
  14701. if ( updateStyle !== false ) {
  14702. _canvas.style.width = width + 'px';
  14703. _canvas.style.height = height + 'px';
  14704. }
  14705. this.setViewport( 0, 0, width, height );
  14706. };
  14707. this.getDrawingBufferSize = function ( target ) {
  14708. if ( target === undefined ) {
  14709. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14710. target = new Vector2();
  14711. }
  14712. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14713. };
  14714. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14715. _width = width;
  14716. _height = height;
  14717. _pixelRatio = pixelRatio;
  14718. _canvas.width = Math.floor( width * pixelRatio );
  14719. _canvas.height = Math.floor( height * pixelRatio );
  14720. this.setViewport( 0, 0, width, height );
  14721. };
  14722. this.getCurrentViewport = function ( target ) {
  14723. if ( target === undefined ) {
  14724. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14725. target = new Vector4();
  14726. }
  14727. return target.copy( _currentViewport );
  14728. };
  14729. this.getViewport = function ( target ) {
  14730. return target.copy( _viewport );
  14731. };
  14732. this.setViewport = function ( x, y, width, height ) {
  14733. if ( x.isVector4 ) {
  14734. _viewport.set( x.x, x.y, x.z, x.w );
  14735. } else {
  14736. _viewport.set( x, y, width, height );
  14737. }
  14738. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14739. };
  14740. this.getScissor = function ( target ) {
  14741. return target.copy( _scissor );
  14742. };
  14743. this.setScissor = function ( x, y, width, height ) {
  14744. if ( x.isVector4 ) {
  14745. _scissor.set( x.x, x.y, x.z, x.w );
  14746. } else {
  14747. _scissor.set( x, y, width, height );
  14748. }
  14749. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14750. };
  14751. this.getScissorTest = function () {
  14752. return _scissorTest;
  14753. };
  14754. this.setScissorTest = function ( boolean ) {
  14755. state.setScissorTest( _scissorTest = boolean );
  14756. };
  14757. this.setOpaqueSort = function ( method ) {
  14758. _opaqueSort = method;
  14759. };
  14760. this.setTransparentSort = function ( method ) {
  14761. _transparentSort = method;
  14762. };
  14763. // Clearing
  14764. this.getClearColor = function () {
  14765. return background.getClearColor();
  14766. };
  14767. this.setClearColor = function () {
  14768. background.setClearColor.apply( background, arguments );
  14769. };
  14770. this.getClearAlpha = function () {
  14771. return background.getClearAlpha();
  14772. };
  14773. this.setClearAlpha = function () {
  14774. background.setClearAlpha.apply( background, arguments );
  14775. };
  14776. this.clear = function ( color, depth, stencil ) {
  14777. var bits = 0;
  14778. if ( color === undefined || color ) { bits |= 16384; }
  14779. if ( depth === undefined || depth ) { bits |= 256; }
  14780. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14781. _gl.clear( bits );
  14782. };
  14783. this.clearColor = function () {
  14784. this.clear( true, false, false );
  14785. };
  14786. this.clearDepth = function () {
  14787. this.clear( false, true, false );
  14788. };
  14789. this.clearStencil = function () {
  14790. this.clear( false, false, true );
  14791. };
  14792. //
  14793. this.dispose = function () {
  14794. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14795. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14796. renderLists.dispose();
  14797. renderStates.dispose();
  14798. properties.dispose();
  14799. objects.dispose();
  14800. xr.dispose();
  14801. animation.stop();
  14802. };
  14803. // Events
  14804. function onContextLost( event ) {
  14805. event.preventDefault();
  14806. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14807. _isContextLost = true;
  14808. }
  14809. function onContextRestore( /* event */ ) {
  14810. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14811. _isContextLost = false;
  14812. initGLContext();
  14813. }
  14814. function onMaterialDispose( event ) {
  14815. var material = event.target;
  14816. material.removeEventListener( 'dispose', onMaterialDispose );
  14817. deallocateMaterial( material );
  14818. }
  14819. // Buffer deallocation
  14820. function deallocateMaterial( material ) {
  14821. releaseMaterialProgramReference( material );
  14822. properties.remove( material );
  14823. }
  14824. function releaseMaterialProgramReference( material ) {
  14825. var programInfo = properties.get( material ).program;
  14826. material.program = undefined;
  14827. if ( programInfo !== undefined ) {
  14828. programCache.releaseProgram( programInfo );
  14829. }
  14830. }
  14831. // Buffer rendering
  14832. function renderObjectImmediate( object, program ) {
  14833. object.render( function ( object ) {
  14834. _this.renderBufferImmediate( object, program );
  14835. } );
  14836. }
  14837. this.renderBufferImmediate = function ( object, program ) {
  14838. state.initAttributes();
  14839. var buffers = properties.get( object );
  14840. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14841. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14842. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14843. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14844. var programAttributes = program.getAttributes();
  14845. if ( object.hasPositions ) {
  14846. _gl.bindBuffer( 34962, buffers.position );
  14847. _gl.bufferData( 34962, object.positionArray, 35048 );
  14848. state.enableAttribute( programAttributes.position );
  14849. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14850. }
  14851. if ( object.hasNormals ) {
  14852. _gl.bindBuffer( 34962, buffers.normal );
  14853. _gl.bufferData( 34962, object.normalArray, 35048 );
  14854. state.enableAttribute( programAttributes.normal );
  14855. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14856. }
  14857. if ( object.hasUvs ) {
  14858. _gl.bindBuffer( 34962, buffers.uv );
  14859. _gl.bufferData( 34962, object.uvArray, 35048 );
  14860. state.enableAttribute( programAttributes.uv );
  14861. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14862. }
  14863. if ( object.hasColors ) {
  14864. _gl.bindBuffer( 34962, buffers.color );
  14865. _gl.bufferData( 34962, object.colorArray, 35048 );
  14866. state.enableAttribute( programAttributes.color );
  14867. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14868. }
  14869. state.disableUnusedAttributes();
  14870. _gl.drawArrays( 4, 0, object.count );
  14871. object.count = 0;
  14872. };
  14873. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14874. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14875. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14876. var program = setProgram( camera, scene, material, object );
  14877. state.setMaterial( material, frontFaceCW );
  14878. var updateBuffers = false;
  14879. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14880. _currentGeometryProgram.program !== program.id ||
  14881. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14882. _currentGeometryProgram.geometry = geometry.id;
  14883. _currentGeometryProgram.program = program.id;
  14884. _currentGeometryProgram.wireframe = material.wireframe === true;
  14885. updateBuffers = true;
  14886. }
  14887. if ( material.morphTargets || material.morphNormals ) {
  14888. morphtargets.update( object, geometry, material, program );
  14889. updateBuffers = true;
  14890. }
  14891. if ( object.isInstancedMesh === true ) {
  14892. updateBuffers = true;
  14893. }
  14894. //
  14895. var index = geometry.index;
  14896. var position = geometry.attributes.position;
  14897. //
  14898. if ( index === null ) {
  14899. if ( position === undefined || position.count === 0 ) { return; }
  14900. } else if ( index.count === 0 ) {
  14901. return;
  14902. }
  14903. //
  14904. var rangeFactor = 1;
  14905. if ( material.wireframe === true ) {
  14906. index = geometries.getWireframeAttribute( geometry );
  14907. rangeFactor = 2;
  14908. }
  14909. var attribute;
  14910. var renderer = bufferRenderer;
  14911. if ( index !== null ) {
  14912. attribute = attributes.get( index );
  14913. renderer = indexedBufferRenderer;
  14914. renderer.setIndex( attribute );
  14915. }
  14916. if ( updateBuffers ) {
  14917. setupVertexAttributes( object, geometry, material, program );
  14918. if ( index !== null ) {
  14919. _gl.bindBuffer( 34963, attribute.buffer );
  14920. }
  14921. }
  14922. //
  14923. var dataCount = ( index !== null ) ? index.count : position.count;
  14924. var rangeStart = geometry.drawRange.start * rangeFactor;
  14925. var rangeCount = geometry.drawRange.count * rangeFactor;
  14926. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14927. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14928. var drawStart = Math.max( rangeStart, groupStart );
  14929. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14930. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14931. if ( drawCount === 0 ) { return; }
  14932. //
  14933. if ( object.isMesh ) {
  14934. if ( material.wireframe === true ) {
  14935. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14936. renderer.setMode( 1 );
  14937. } else {
  14938. renderer.setMode( 4 );
  14939. }
  14940. } else if ( object.isLine ) {
  14941. var lineWidth = material.linewidth;
  14942. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14943. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14944. if ( object.isLineSegments ) {
  14945. renderer.setMode( 1 );
  14946. } else if ( object.isLineLoop ) {
  14947. renderer.setMode( 2 );
  14948. } else {
  14949. renderer.setMode( 3 );
  14950. }
  14951. } else if ( object.isPoints ) {
  14952. renderer.setMode( 0 );
  14953. } else if ( object.isSprite ) {
  14954. renderer.setMode( 4 );
  14955. }
  14956. if ( object.isInstancedMesh ) {
  14957. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14958. } else if ( geometry.isInstancedBufferGeometry ) {
  14959. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  14960. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  14961. } else {
  14962. renderer.render( drawStart, drawCount );
  14963. }
  14964. };
  14965. function setupVertexAttributes( object, geometry, material, program ) {
  14966. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14967. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14968. }
  14969. state.initAttributes();
  14970. var geometryAttributes = geometry.attributes;
  14971. var programAttributes = program.getAttributes();
  14972. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14973. for ( var name in programAttributes ) {
  14974. var programAttribute = programAttributes[ name ];
  14975. if ( programAttribute >= 0 ) {
  14976. var geometryAttribute = geometryAttributes[ name ];
  14977. if ( geometryAttribute !== undefined ) {
  14978. var normalized = geometryAttribute.normalized;
  14979. var size = geometryAttribute.itemSize;
  14980. var attribute = attributes.get( geometryAttribute );
  14981. // TODO Attribute may not be available on context restore
  14982. if ( attribute === undefined ) { continue; }
  14983. var buffer = attribute.buffer;
  14984. var type = attribute.type;
  14985. var bytesPerElement = attribute.bytesPerElement;
  14986. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14987. var data = geometryAttribute.data;
  14988. var stride = data.stride;
  14989. var offset = geometryAttribute.offset;
  14990. if ( data && data.isInstancedInterleavedBuffer ) {
  14991. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14992. if ( geometry._maxInstanceCount === undefined ) {
  14993. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  14994. }
  14995. } else {
  14996. state.enableAttribute( programAttribute );
  14997. }
  14998. _gl.bindBuffer( 34962, buffer );
  14999. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  15000. } else {
  15001. if ( geometryAttribute.isInstancedBufferAttribute ) {
  15002. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  15003. if ( geometry._maxInstanceCount === undefined ) {
  15004. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  15005. }
  15006. } else {
  15007. state.enableAttribute( programAttribute );
  15008. }
  15009. _gl.bindBuffer( 34962, buffer );
  15010. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  15011. }
  15012. } else if ( name === 'instanceMatrix' ) {
  15013. var attribute$1 = attributes.get( object.instanceMatrix );
  15014. // TODO Attribute may not be available on context restore
  15015. if ( attribute$1 === undefined ) { continue; }
  15016. var buffer$1 = attribute$1.buffer;
  15017. var type$1 = attribute$1.type;
  15018. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  15019. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  15020. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  15021. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  15022. _gl.bindBuffer( 34962, buffer$1 );
  15023. _gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  15024. _gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  15025. _gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  15026. _gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  15027. } else if ( materialDefaultAttributeValues !== undefined ) {
  15028. var value = materialDefaultAttributeValues[ name ];
  15029. if ( value !== undefined ) {
  15030. switch ( value.length ) {
  15031. case 2:
  15032. _gl.vertexAttrib2fv( programAttribute, value );
  15033. break;
  15034. case 3:
  15035. _gl.vertexAttrib3fv( programAttribute, value );
  15036. break;
  15037. case 4:
  15038. _gl.vertexAttrib4fv( programAttribute, value );
  15039. break;
  15040. default:
  15041. _gl.vertexAttrib1fv( programAttribute, value );
  15042. }
  15043. }
  15044. }
  15045. }
  15046. }
  15047. state.disableUnusedAttributes();
  15048. }
  15049. // Compile
  15050. this.compile = function ( scene, camera ) {
  15051. currentRenderState = renderStates.get( scene, camera );
  15052. currentRenderState.init();
  15053. scene.traverse( function ( object ) {
  15054. if ( object.isLight ) {
  15055. currentRenderState.pushLight( object );
  15056. if ( object.castShadow ) {
  15057. currentRenderState.pushShadow( object );
  15058. }
  15059. }
  15060. } );
  15061. currentRenderState.setupLights( camera );
  15062. var compiled = {};
  15063. scene.traverse( function ( object ) {
  15064. var material = object.material;
  15065. if ( material ) {
  15066. if ( Array.isArray( material ) ) {
  15067. for ( var i = 0; i < material.length; i ++ ) {
  15068. var material2 = material[ i ];
  15069. if ( material2.uuid in compiled === false ) {
  15070. initMaterial( material2, scene, object );
  15071. compiled[ material2.uuid ] = true;
  15072. }
  15073. }
  15074. } else if ( material.uuid in compiled === false ) {
  15075. initMaterial( material, scene, object );
  15076. compiled[ material.uuid ] = true;
  15077. }
  15078. }
  15079. } );
  15080. };
  15081. // Animation Loop
  15082. var onAnimationFrameCallback = null;
  15083. function onAnimationFrame( time ) {
  15084. if ( xr.isPresenting ) { return; }
  15085. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15086. }
  15087. var animation = new WebGLAnimation();
  15088. animation.setAnimationLoop( onAnimationFrame );
  15089. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15090. this.setAnimationLoop = function ( callback ) {
  15091. onAnimationFrameCallback = callback;
  15092. xr.setAnimationLoop( callback );
  15093. animation.start();
  15094. };
  15095. // Rendering
  15096. this.render = function ( scene, camera ) {
  15097. var renderTarget, forceClear;
  15098. if ( arguments[ 2 ] !== undefined ) {
  15099. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15100. renderTarget = arguments[ 2 ];
  15101. }
  15102. if ( arguments[ 3 ] !== undefined ) {
  15103. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15104. forceClear = arguments[ 3 ];
  15105. }
  15106. if ( camera !== undefined && camera.isCamera !== true ) {
  15107. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15108. return;
  15109. }
  15110. if ( _isContextLost === true ) { return; }
  15111. // reset caching for this frame
  15112. _currentGeometryProgram.geometry = null;
  15113. _currentGeometryProgram.program = null;
  15114. _currentGeometryProgram.wireframe = false;
  15115. _currentMaterialId = - 1;
  15116. _currentCamera = null;
  15117. // update scene graph
  15118. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15119. // update camera matrices and frustum
  15120. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15121. if ( xr.enabled === true && xr.isPresenting === true ) {
  15122. camera = xr.getCamera( camera );
  15123. }
  15124. //
  15125. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15126. currentRenderState = renderStates.get( scene, camera );
  15127. currentRenderState.init();
  15128. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15129. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15130. _localClippingEnabled = this.localClippingEnabled;
  15131. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15132. currentRenderList = renderLists.get( scene, camera );
  15133. currentRenderList.init();
  15134. projectObject( scene, camera, 0, _this.sortObjects );
  15135. currentRenderList.finish();
  15136. if ( _this.sortObjects === true ) {
  15137. currentRenderList.sort( _opaqueSort, _transparentSort );
  15138. }
  15139. //
  15140. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15141. var shadowsArray = currentRenderState.state.shadowsArray;
  15142. shadowMap.render( shadowsArray, scene, camera );
  15143. currentRenderState.setupLights( camera );
  15144. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15145. //
  15146. if ( this.info.autoReset === true ) { this.info.reset(); }
  15147. if ( renderTarget !== undefined ) {
  15148. this.setRenderTarget( renderTarget );
  15149. }
  15150. //
  15151. background.render( currentRenderList, scene, camera, forceClear );
  15152. // render scene
  15153. var opaqueObjects = currentRenderList.opaque;
  15154. var transparentObjects = currentRenderList.transparent;
  15155. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15156. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15157. //
  15158. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15159. //
  15160. if ( _currentRenderTarget !== null ) {
  15161. // Generate mipmap if we're using any kind of mipmap filtering
  15162. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15163. // resolve multisample renderbuffers to a single-sample texture if necessary
  15164. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15165. }
  15166. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15167. state.buffers.depth.setTest( true );
  15168. state.buffers.depth.setMask( true );
  15169. state.buffers.color.setMask( true );
  15170. state.setPolygonOffset( false );
  15171. // _gl.finish();
  15172. currentRenderList = null;
  15173. currentRenderState = null;
  15174. };
  15175. function projectObject( object, camera, groupOrder, sortObjects ) {
  15176. if ( object.visible === false ) { return; }
  15177. var visible = object.layers.test( camera.layers );
  15178. if ( visible ) {
  15179. if ( object.isGroup ) {
  15180. groupOrder = object.renderOrder;
  15181. } else if ( object.isLOD ) {
  15182. if ( object.autoUpdate === true ) { object.update( camera ); }
  15183. } else if ( object.isLight ) {
  15184. currentRenderState.pushLight( object );
  15185. if ( object.castShadow ) {
  15186. currentRenderState.pushShadow( object );
  15187. }
  15188. } else if ( object.isSprite ) {
  15189. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15190. if ( sortObjects ) {
  15191. _vector3.setFromMatrixPosition( object.matrixWorld )
  15192. .applyMatrix4( _projScreenMatrix );
  15193. }
  15194. var geometry = objects.update( object );
  15195. var material = object.material;
  15196. if ( material.visible ) {
  15197. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15198. }
  15199. }
  15200. } else if ( object.isImmediateRenderObject ) {
  15201. if ( sortObjects ) {
  15202. _vector3.setFromMatrixPosition( object.matrixWorld )
  15203. .applyMatrix4( _projScreenMatrix );
  15204. }
  15205. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15206. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15207. if ( object.isSkinnedMesh ) {
  15208. // update skeleton only once in a frame
  15209. if ( object.skeleton.frame !== info.render.frame ) {
  15210. object.skeleton.update();
  15211. object.skeleton.frame = info.render.frame;
  15212. }
  15213. }
  15214. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15215. if ( sortObjects ) {
  15216. _vector3.setFromMatrixPosition( object.matrixWorld )
  15217. .applyMatrix4( _projScreenMatrix );
  15218. }
  15219. var geometry$1 = objects.update( object );
  15220. var material$1 = object.material;
  15221. if ( Array.isArray( material$1 ) ) {
  15222. var groups = geometry$1.groups;
  15223. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15224. var group = groups[ i ];
  15225. var groupMaterial = material$1[ group.materialIndex ];
  15226. if ( groupMaterial && groupMaterial.visible ) {
  15227. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15228. }
  15229. }
  15230. } else if ( material$1.visible ) {
  15231. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15232. }
  15233. }
  15234. }
  15235. }
  15236. var children = object.children;
  15237. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15238. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15239. }
  15240. }
  15241. function renderObjects( renderList, scene, camera ) {
  15242. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15243. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15244. var renderItem = renderList[ i ];
  15245. var object = renderItem.object;
  15246. var geometry = renderItem.geometry;
  15247. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15248. var group = renderItem.group;
  15249. if ( camera.isArrayCamera ) {
  15250. _currentArrayCamera = camera;
  15251. var cameras = camera.cameras;
  15252. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15253. var camera2 = cameras[ j ];
  15254. if ( object.layers.test( camera2.layers ) ) {
  15255. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15256. currentRenderState.setupLights( camera2 );
  15257. renderObject( object, scene, camera2, geometry, material, group );
  15258. }
  15259. }
  15260. } else {
  15261. _currentArrayCamera = null;
  15262. renderObject( object, scene, camera, geometry, material, group );
  15263. }
  15264. }
  15265. }
  15266. function renderObject( object, scene, camera, geometry, material, group ) {
  15267. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15268. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15269. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15270. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15271. if ( object.isImmediateRenderObject ) {
  15272. var program = setProgram( camera, scene, material, object );
  15273. state.setMaterial( material );
  15274. _currentGeometryProgram.geometry = null;
  15275. _currentGeometryProgram.program = null;
  15276. _currentGeometryProgram.wireframe = false;
  15277. renderObjectImmediate( object, program );
  15278. } else {
  15279. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15280. }
  15281. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15282. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15283. }
  15284. function initMaterial( material, scene, object ) {
  15285. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15286. var materialProperties = properties.get( material );
  15287. var lights = currentRenderState.state.lights;
  15288. var shadowsArray = currentRenderState.state.shadowsArray;
  15289. var lightsStateVersion = lights.state.version;
  15290. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15291. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15292. var program = materialProperties.program;
  15293. var programChange = true;
  15294. if ( program === undefined ) {
  15295. // new material
  15296. material.addEventListener( 'dispose', onMaterialDispose );
  15297. } else if ( program.cacheKey !== programCacheKey ) {
  15298. // changed glsl or parameters
  15299. releaseMaterialProgramReference( material );
  15300. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15301. materialProperties.lightsStateVersion = lightsStateVersion;
  15302. programChange = false;
  15303. } else if ( parameters.shaderID !== undefined ) {
  15304. // same glsl and uniform list
  15305. return;
  15306. } else {
  15307. // only rebuild uniform list
  15308. programChange = false;
  15309. }
  15310. if ( programChange ) {
  15311. program = programCache.acquireProgram( parameters, programCacheKey );
  15312. materialProperties.program = program;
  15313. materialProperties.uniforms = parameters.uniforms;
  15314. materialProperties.outputEncoding = parameters.outputEncoding;
  15315. material.program = program;
  15316. }
  15317. var programAttributes = program.getAttributes();
  15318. if ( material.morphTargets ) {
  15319. material.numSupportedMorphTargets = 0;
  15320. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15321. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15322. material.numSupportedMorphTargets ++;
  15323. }
  15324. }
  15325. }
  15326. if ( material.morphNormals ) {
  15327. material.numSupportedMorphNormals = 0;
  15328. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15329. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15330. material.numSupportedMorphNormals ++;
  15331. }
  15332. }
  15333. }
  15334. var uniforms = materialProperties.uniforms;
  15335. if ( ! material.isShaderMaterial &&
  15336. ! material.isRawShaderMaterial ||
  15337. material.clipping === true ) {
  15338. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15339. materialProperties.numIntersection = _clipping.numIntersection;
  15340. uniforms.clippingPlanes = _clipping.uniform;
  15341. }
  15342. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15343. materialProperties.fog = scene.fog;
  15344. // store the light setup it was created for
  15345. materialProperties.needsLights = materialNeedsLights( material );
  15346. materialProperties.lightsStateVersion = lightsStateVersion;
  15347. if ( materialProperties.needsLights ) {
  15348. // wire up the material to this renderer's lighting state
  15349. uniforms.ambientLightColor.value = lights.state.ambient;
  15350. uniforms.lightProbe.value = lights.state.probe;
  15351. uniforms.directionalLights.value = lights.state.directional;
  15352. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15353. uniforms.spotLights.value = lights.state.spot;
  15354. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15355. uniforms.rectAreaLights.value = lights.state.rectArea;
  15356. uniforms.pointLights.value = lights.state.point;
  15357. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15358. uniforms.hemisphereLights.value = lights.state.hemi;
  15359. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15360. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15361. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15362. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15363. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15364. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15365. // TODO (abelnation): add area lights shadow info to uniforms
  15366. }
  15367. var progUniforms = materialProperties.program.getUniforms(),
  15368. uniformsList =
  15369. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15370. materialProperties.uniformsList = uniformsList;
  15371. }
  15372. function setProgram( camera, scene, material, object ) {
  15373. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15374. textures.resetTextureUnits();
  15375. var fog = scene.fog;
  15376. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15377. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15378. var materialProperties = properties.get( material );
  15379. var lights = currentRenderState.state.lights;
  15380. if ( _clippingEnabled === true ) {
  15381. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15382. var useCache =
  15383. camera === _currentCamera &&
  15384. material.id === _currentMaterialId;
  15385. // we might want to call this function with some ClippingGroup
  15386. // object instead of the material, once it becomes feasible
  15387. // (#8465, #8379)
  15388. _clipping.setState(
  15389. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15390. camera, materialProperties, useCache );
  15391. }
  15392. }
  15393. if ( material.version === materialProperties.__version ) {
  15394. if ( materialProperties.program === undefined ) {
  15395. initMaterial( material, scene, object );
  15396. } else if ( material.fog && materialProperties.fog !== fog ) {
  15397. initMaterial( material, scene, object );
  15398. } else if ( materialProperties.environment !== environment ) {
  15399. initMaterial( material, scene, object );
  15400. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15401. initMaterial( material, scene, object );
  15402. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15403. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15404. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15405. initMaterial( material, scene, object );
  15406. } else if ( materialProperties.outputEncoding !== encoding ) {
  15407. initMaterial( material, scene, object );
  15408. }
  15409. } else {
  15410. initMaterial( material, scene, object );
  15411. materialProperties.__version = material.version;
  15412. }
  15413. var refreshProgram = false;
  15414. var refreshMaterial = false;
  15415. var refreshLights = false;
  15416. var program = materialProperties.program,
  15417. p_uniforms = program.getUniforms(),
  15418. m_uniforms = materialProperties.uniforms;
  15419. if ( state.useProgram( program.program ) ) {
  15420. refreshProgram = true;
  15421. refreshMaterial = true;
  15422. refreshLights = true;
  15423. }
  15424. if ( material.id !== _currentMaterialId ) {
  15425. _currentMaterialId = material.id;
  15426. refreshMaterial = true;
  15427. }
  15428. if ( refreshProgram || _currentCamera !== camera ) {
  15429. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15430. if ( capabilities.logarithmicDepthBuffer ) {
  15431. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15432. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15433. }
  15434. if ( _currentCamera !== camera ) {
  15435. _currentCamera = camera;
  15436. // lighting uniforms depend on the camera so enforce an update
  15437. // now, in case this material supports lights - or later, when
  15438. // the next material that does gets activated:
  15439. refreshMaterial = true; // set to true on material change
  15440. refreshLights = true; // remains set until update done
  15441. }
  15442. // load material specific uniforms
  15443. // (shader material also gets them for the sake of genericity)
  15444. if ( material.isShaderMaterial ||
  15445. material.isMeshPhongMaterial ||
  15446. material.isMeshToonMaterial ||
  15447. material.isMeshStandardMaterial ||
  15448. material.envMap ) {
  15449. var uCamPos = p_uniforms.map.cameraPosition;
  15450. if ( uCamPos !== undefined ) {
  15451. uCamPos.setValue( _gl,
  15452. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15453. }
  15454. }
  15455. if ( material.isMeshPhongMaterial ||
  15456. material.isMeshToonMaterial ||
  15457. material.isMeshLambertMaterial ||
  15458. material.isMeshBasicMaterial ||
  15459. material.isMeshStandardMaterial ||
  15460. material.isShaderMaterial ) {
  15461. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15462. }
  15463. if ( material.isMeshPhongMaterial ||
  15464. material.isMeshToonMaterial ||
  15465. material.isMeshLambertMaterial ||
  15466. material.isMeshBasicMaterial ||
  15467. material.isMeshStandardMaterial ||
  15468. material.isShaderMaterial ||
  15469. material.skinning ) {
  15470. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15471. }
  15472. }
  15473. // skinning uniforms must be set even if material didn't change
  15474. // auto-setting of texture unit for bone texture must go before other textures
  15475. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15476. if ( material.skinning ) {
  15477. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15478. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15479. var skeleton = object.skeleton;
  15480. if ( skeleton ) {
  15481. var bones = skeleton.bones;
  15482. if ( capabilities.floatVertexTextures ) {
  15483. if ( skeleton.boneTexture === undefined ) {
  15484. // layout (1 matrix = 4 pixels)
  15485. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15486. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15487. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15488. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15489. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15490. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15491. size = MathUtils.ceilPowerOfTwo( size );
  15492. size = Math.max( size, 4 );
  15493. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15494. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15495. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15496. skeleton.boneMatrices = boneMatrices;
  15497. skeleton.boneTexture = boneTexture;
  15498. skeleton.boneTextureSize = size;
  15499. }
  15500. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15501. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15502. } else {
  15503. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15504. }
  15505. }
  15506. }
  15507. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15508. materialProperties.receiveShadow = object.receiveShadow;
  15509. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15510. }
  15511. if ( refreshMaterial ) {
  15512. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15513. if ( materialProperties.needsLights ) {
  15514. // the current material requires lighting info
  15515. // note: all lighting uniforms are always set correctly
  15516. // they simply reference the renderer's state for their
  15517. // values
  15518. //
  15519. // use the current material's .needsUpdate flags to set
  15520. // the GL state when required
  15521. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15522. }
  15523. // refresh uniforms common to several materials
  15524. if ( fog && material.fog ) {
  15525. materials.refreshFogUniforms( m_uniforms, fog );
  15526. }
  15527. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15528. // RectAreaLight Texture
  15529. // TODO (mrdoob): Find a nicer implementation
  15530. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15531. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15532. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15533. }
  15534. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15535. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15536. material.uniformsNeedUpdate = false;
  15537. }
  15538. if ( material.isSpriteMaterial ) {
  15539. p_uniforms.setValue( _gl, 'center', object.center );
  15540. }
  15541. // common matrices
  15542. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15543. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15544. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15545. return program;
  15546. }
  15547. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15548. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15549. uniforms.ambientLightColor.needsUpdate = value;
  15550. uniforms.lightProbe.needsUpdate = value;
  15551. uniforms.directionalLights.needsUpdate = value;
  15552. uniforms.directionalLightShadows.needsUpdate = value;
  15553. uniforms.pointLights.needsUpdate = value;
  15554. uniforms.pointLightShadows.needsUpdate = value;
  15555. uniforms.spotLights.needsUpdate = value;
  15556. uniforms.spotLightShadows.needsUpdate = value;
  15557. uniforms.rectAreaLights.needsUpdate = value;
  15558. uniforms.hemisphereLights.needsUpdate = value;
  15559. }
  15560. function materialNeedsLights( material ) {
  15561. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15562. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15563. ( material.isShaderMaterial && material.lights === true );
  15564. }
  15565. //
  15566. this.setFramebuffer = function ( value ) {
  15567. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15568. _framebuffer = value;
  15569. };
  15570. this.getActiveCubeFace = function () {
  15571. return _currentActiveCubeFace;
  15572. };
  15573. this.getActiveMipmapLevel = function () {
  15574. return _currentActiveMipmapLevel;
  15575. };
  15576. this.getRenderTarget = function () {
  15577. return _currentRenderTarget;
  15578. };
  15579. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15580. _currentRenderTarget = renderTarget;
  15581. _currentActiveCubeFace = activeCubeFace;
  15582. _currentActiveMipmapLevel = activeMipmapLevel;
  15583. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15584. textures.setupRenderTarget( renderTarget );
  15585. }
  15586. var framebuffer = _framebuffer;
  15587. var isCube = false;
  15588. if ( renderTarget ) {
  15589. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15590. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15591. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15592. isCube = true;
  15593. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15594. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15595. } else {
  15596. framebuffer = _webglFramebuffer;
  15597. }
  15598. _currentViewport.copy( renderTarget.viewport );
  15599. _currentScissor.copy( renderTarget.scissor );
  15600. _currentScissorTest = renderTarget.scissorTest;
  15601. } else {
  15602. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15603. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15604. _currentScissorTest = _scissorTest;
  15605. }
  15606. if ( _currentFramebuffer !== framebuffer ) {
  15607. _gl.bindFramebuffer( 36160, framebuffer );
  15608. _currentFramebuffer = framebuffer;
  15609. }
  15610. state.viewport( _currentViewport );
  15611. state.scissor( _currentScissor );
  15612. state.setScissorTest( _currentScissorTest );
  15613. if ( isCube ) {
  15614. var textureProperties = properties.get( renderTarget.texture );
  15615. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15616. }
  15617. };
  15618. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15619. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15620. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15621. return;
  15622. }
  15623. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15624. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15625. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15626. }
  15627. if ( framebuffer ) {
  15628. var restore = false;
  15629. if ( framebuffer !== _currentFramebuffer ) {
  15630. _gl.bindFramebuffer( 36160, framebuffer );
  15631. restore = true;
  15632. }
  15633. try {
  15634. var texture = renderTarget.texture;
  15635. var textureFormat = texture.format;
  15636. var textureType = texture.type;
  15637. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15638. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15639. return;
  15640. }
  15641. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15642. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15643. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15644. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15645. return;
  15646. }
  15647. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15648. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15649. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15650. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15651. }
  15652. } else {
  15653. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15654. }
  15655. } finally {
  15656. if ( restore ) {
  15657. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15658. }
  15659. }
  15660. }
  15661. };
  15662. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15663. if ( level === undefined ) { level = 0; }
  15664. var levelScale = Math.pow( 2, - level );
  15665. var width = Math.floor( texture.image.width * levelScale );
  15666. var height = Math.floor( texture.image.height * levelScale );
  15667. var glFormat = utils.convert( texture.format );
  15668. textures.setTexture2D( texture, 0 );
  15669. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15670. state.unbindTexture();
  15671. };
  15672. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15673. if ( level === undefined ) { level = 0; }
  15674. var width = srcTexture.image.width;
  15675. var height = srcTexture.image.height;
  15676. var glFormat = utils.convert( dstTexture.format );
  15677. var glType = utils.convert( dstTexture.type );
  15678. textures.setTexture2D( dstTexture, 0 );
  15679. if ( srcTexture.isDataTexture ) {
  15680. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15681. } else {
  15682. if ( srcTexture.isCompressedTexture ) {
  15683. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15684. } else {
  15685. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15686. }
  15687. }
  15688. // Generate mipmaps only when copying level 0
  15689. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15690. state.unbindTexture();
  15691. };
  15692. this.initTexture = function ( texture ) {
  15693. textures.setTexture2D( texture, 0 );
  15694. state.unbindTexture();
  15695. };
  15696. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15697. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15698. }
  15699. }
  15700. /**
  15701. * @author mrdoob / http://mrdoob.com/
  15702. * @author alteredq / http://alteredqualia.com/
  15703. */
  15704. function FogExp2( color, density ) {
  15705. this.name = '';
  15706. this.color = new Color( color );
  15707. this.density = ( density !== undefined ) ? density : 0.00025;
  15708. }
  15709. Object.assign( FogExp2.prototype, {
  15710. isFogExp2: true,
  15711. clone: function () {
  15712. return new FogExp2( this.color, this.density );
  15713. },
  15714. toJSON: function ( /* meta */ ) {
  15715. return {
  15716. type: 'FogExp2',
  15717. color: this.color.getHex(),
  15718. density: this.density
  15719. };
  15720. }
  15721. } );
  15722. /**
  15723. * @author mrdoob / http://mrdoob.com/
  15724. * @author alteredq / http://alteredqualia.com/
  15725. */
  15726. function Fog( color, near, far ) {
  15727. this.name = '';
  15728. this.color = new Color( color );
  15729. this.near = ( near !== undefined ) ? near : 1;
  15730. this.far = ( far !== undefined ) ? far : 1000;
  15731. }
  15732. Object.assign( Fog.prototype, {
  15733. isFog: true,
  15734. clone: function () {
  15735. return new Fog( this.color, this.near, this.far );
  15736. },
  15737. toJSON: function ( /* meta */ ) {
  15738. return {
  15739. type: 'Fog',
  15740. color: this.color.getHex(),
  15741. near: this.near,
  15742. far: this.far
  15743. };
  15744. }
  15745. } );
  15746. /**
  15747. * @author benaadams / https://twitter.com/ben_a_adams
  15748. */
  15749. function InterleavedBuffer( array, stride ) {
  15750. this.array = array;
  15751. this.stride = stride;
  15752. this.count = array !== undefined ? array.length / stride : 0;
  15753. this.usage = StaticDrawUsage;
  15754. this.updateRange = { offset: 0, count: - 1 };
  15755. this.version = 0;
  15756. this.uuid = MathUtils.generateUUID();
  15757. }
  15758. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15759. set: function ( value ) {
  15760. if ( value === true ) { this.version ++; }
  15761. }
  15762. } );
  15763. Object.assign( InterleavedBuffer.prototype, {
  15764. isInterleavedBuffer: true,
  15765. onUploadCallback: function () {},
  15766. setUsage: function ( value ) {
  15767. this.usage = value;
  15768. return this;
  15769. },
  15770. copy: function ( source ) {
  15771. this.array = new source.array.constructor( source.array );
  15772. this.count = source.count;
  15773. this.stride = source.stride;
  15774. this.usage = source.usage;
  15775. return this;
  15776. },
  15777. copyAt: function ( index1, attribute, index2 ) {
  15778. index1 *= this.stride;
  15779. index2 *= attribute.stride;
  15780. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15781. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15782. }
  15783. return this;
  15784. },
  15785. set: function ( value, offset ) {
  15786. if ( offset === undefined ) { offset = 0; }
  15787. this.array.set( value, offset );
  15788. return this;
  15789. },
  15790. clone: function ( data ) {
  15791. if ( data.arrayBuffers === undefined ) {
  15792. data.arrayBuffers = {};
  15793. }
  15794. if ( this.array.buffer._uuid === undefined ) {
  15795. this.array.buffer._uuid = MathUtils.generateUUID();
  15796. }
  15797. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15798. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  15799. }
  15800. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  15801. var ib = new InterleavedBuffer( array, this.stride );
  15802. ib.setUsage( this.usage );
  15803. return ib;
  15804. },
  15805. onUpload: function ( callback ) {
  15806. this.onUploadCallback = callback;
  15807. return this;
  15808. },
  15809. toJSON: function ( data ) {
  15810. if ( data.arrayBuffers === undefined ) {
  15811. data.arrayBuffers = {};
  15812. }
  15813. // generate UUID for array buffer if necessary
  15814. if ( this.array.buffer._uuid === undefined ) {
  15815. this.array.buffer._uuid = MathUtils.generateUUID();
  15816. }
  15817. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15818. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  15819. }
  15820. //
  15821. return {
  15822. uuid: this.uuid,
  15823. buffer: this.array.buffer._uuid,
  15824. type: this.array.constructor.name,
  15825. stride: this.stride
  15826. };
  15827. }
  15828. } );
  15829. /**
  15830. * @author benaadams / https://twitter.com/ben_a_adams
  15831. */
  15832. var _vector$6 = new Vector3();
  15833. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15834. this.name = '';
  15835. this.data = interleavedBuffer;
  15836. this.itemSize = itemSize;
  15837. this.offset = offset;
  15838. this.normalized = normalized === true;
  15839. }
  15840. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15841. count: {
  15842. get: function () {
  15843. return this.data.count;
  15844. }
  15845. },
  15846. array: {
  15847. get: function () {
  15848. return this.data.array;
  15849. }
  15850. }
  15851. } );
  15852. Object.assign( InterleavedBufferAttribute.prototype, {
  15853. isInterleavedBufferAttribute: true,
  15854. applyMatrix4: function ( m ) {
  15855. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15856. _vector$6.x = this.getX( i );
  15857. _vector$6.y = this.getY( i );
  15858. _vector$6.z = this.getZ( i );
  15859. _vector$6.applyMatrix4( m );
  15860. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15861. }
  15862. return this;
  15863. },
  15864. setX: function ( index, x ) {
  15865. this.data.array[ index * this.data.stride + this.offset ] = x;
  15866. return this;
  15867. },
  15868. setY: function ( index, y ) {
  15869. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15870. return this;
  15871. },
  15872. setZ: function ( index, z ) {
  15873. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15874. return this;
  15875. },
  15876. setW: function ( index, w ) {
  15877. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15878. return this;
  15879. },
  15880. getX: function ( index ) {
  15881. return this.data.array[ index * this.data.stride + this.offset ];
  15882. },
  15883. getY: function ( index ) {
  15884. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15885. },
  15886. getZ: function ( index ) {
  15887. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15888. },
  15889. getW: function ( index ) {
  15890. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15891. },
  15892. setXY: function ( index, x, y ) {
  15893. index = index * this.data.stride + this.offset;
  15894. this.data.array[ index + 0 ] = x;
  15895. this.data.array[ index + 1 ] = y;
  15896. return this;
  15897. },
  15898. setXYZ: function ( index, x, y, z ) {
  15899. index = index * this.data.stride + this.offset;
  15900. this.data.array[ index + 0 ] = x;
  15901. this.data.array[ index + 1 ] = y;
  15902. this.data.array[ index + 2 ] = z;
  15903. return this;
  15904. },
  15905. setXYZW: function ( index, x, y, z, w ) {
  15906. index = index * this.data.stride + this.offset;
  15907. this.data.array[ index + 0 ] = x;
  15908. this.data.array[ index + 1 ] = y;
  15909. this.data.array[ index + 2 ] = z;
  15910. this.data.array[ index + 3 ] = w;
  15911. return this;
  15912. },
  15913. clone: function ( data ) {
  15914. if ( data === undefined ) {
  15915. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15916. var array = [];
  15917. for ( var i = 0; i < this.count; i ++ ) {
  15918. var index = i * this.data.stride + this.offset;
  15919. for ( var j = 0; j < this.itemSize; j ++ ) {
  15920. array.push( this.data.array[ index + j ] );
  15921. }
  15922. }
  15923. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15924. } else {
  15925. if ( data.interleavedBuffers === undefined ) {
  15926. data.interleavedBuffers = {};
  15927. }
  15928. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15929. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15930. }
  15931. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15932. }
  15933. },
  15934. toJSON: function ( data ) {
  15935. if ( data === undefined ) {
  15936. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15937. var array = [];
  15938. for ( var i = 0; i < this.count; i ++ ) {
  15939. var index = i * this.data.stride + this.offset;
  15940. for ( var j = 0; j < this.itemSize; j ++ ) {
  15941. array.push( this.data.array[ index + j ] );
  15942. }
  15943. }
  15944. // deinterleave data and save it as an ordinary buffer attribute for now
  15945. return {
  15946. itemSize: this.itemSize,
  15947. type: this.array.constructor.name,
  15948. array: array,
  15949. normalized: this.normalized
  15950. };
  15951. } else {
  15952. // save as true interlaved attribtue
  15953. if ( data.interleavedBuffers === undefined ) {
  15954. data.interleavedBuffers = {};
  15955. }
  15956. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15957. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15958. }
  15959. return {
  15960. isInterleavedBufferAttribute: true,
  15961. itemSize: this.itemSize,
  15962. data: this.data.uuid,
  15963. offset: this.offset,
  15964. normalized: this.normalized
  15965. };
  15966. }
  15967. }
  15968. } );
  15969. /**
  15970. * @author alteredq / http://alteredqualia.com/
  15971. *
  15972. * parameters = {
  15973. * color: <hex>,
  15974. * map: new THREE.Texture( <Image> ),
  15975. * alphaMap: new THREE.Texture( <Image> ),
  15976. * rotation: <float>,
  15977. * sizeAttenuation: <bool>
  15978. * }
  15979. */
  15980. function SpriteMaterial( parameters ) {
  15981. Material.call( this );
  15982. this.type = 'SpriteMaterial';
  15983. this.color = new Color( 0xffffff );
  15984. this.map = null;
  15985. this.alphaMap = null;
  15986. this.rotation = 0;
  15987. this.sizeAttenuation = true;
  15988. this.transparent = true;
  15989. this.setValues( parameters );
  15990. }
  15991. SpriteMaterial.prototype = Object.create( Material.prototype );
  15992. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15993. SpriteMaterial.prototype.isSpriteMaterial = true;
  15994. SpriteMaterial.prototype.copy = function ( source ) {
  15995. Material.prototype.copy.call( this, source );
  15996. this.color.copy( source.color );
  15997. this.map = source.map;
  15998. this.alphaMap = source.alphaMap;
  15999. this.rotation = source.rotation;
  16000. this.sizeAttenuation = source.sizeAttenuation;
  16001. return this;
  16002. };
  16003. /**
  16004. * @author mikael emtinger / http://gomo.se/
  16005. * @author alteredq / http://alteredqualia.com/
  16006. */
  16007. var _geometry;
  16008. var _intersectPoint = new Vector3();
  16009. var _worldScale = new Vector3();
  16010. var _mvPosition = new Vector3();
  16011. var _alignedPosition = new Vector2();
  16012. var _rotatedPosition = new Vector2();
  16013. var _viewWorldMatrix = new Matrix4();
  16014. var _vA$1 = new Vector3();
  16015. var _vB$1 = new Vector3();
  16016. var _vC$1 = new Vector3();
  16017. var _uvA$1 = new Vector2();
  16018. var _uvB$1 = new Vector2();
  16019. var _uvC$1 = new Vector2();
  16020. function Sprite( material ) {
  16021. Object3D.call( this );
  16022. this.type = 'Sprite';
  16023. if ( _geometry === undefined ) {
  16024. _geometry = new BufferGeometry();
  16025. var float32Array = new Float32Array( [
  16026. - 0.5, - 0.5, 0, 0, 0,
  16027. 0.5, - 0.5, 0, 1, 0,
  16028. 0.5, 0.5, 0, 1, 1,
  16029. - 0.5, 0.5, 0, 0, 1
  16030. ] );
  16031. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16032. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16033. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16034. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16035. }
  16036. this.geometry = _geometry;
  16037. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16038. this.center = new Vector2( 0.5, 0.5 );
  16039. }
  16040. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16041. constructor: Sprite,
  16042. isSprite: true,
  16043. raycast: function ( raycaster, intersects ) {
  16044. if ( raycaster.camera === null ) {
  16045. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16046. }
  16047. _worldScale.setFromMatrixScale( this.matrixWorld );
  16048. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16049. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16050. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16051. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16052. _worldScale.multiplyScalar( - _mvPosition.z );
  16053. }
  16054. var rotation = this.material.rotation;
  16055. var sin, cos;
  16056. if ( rotation !== 0 ) {
  16057. cos = Math.cos( rotation );
  16058. sin = Math.sin( rotation );
  16059. }
  16060. var center = this.center;
  16061. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16062. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16063. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16064. _uvA$1.set( 0, 0 );
  16065. _uvB$1.set( 1, 0 );
  16066. _uvC$1.set( 1, 1 );
  16067. // check first triangle
  16068. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16069. if ( intersect === null ) {
  16070. // check second triangle
  16071. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16072. _uvB$1.set( 0, 1 );
  16073. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16074. if ( intersect === null ) {
  16075. return;
  16076. }
  16077. }
  16078. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16079. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16080. intersects.push( {
  16081. distance: distance,
  16082. point: _intersectPoint.clone(),
  16083. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16084. face: null,
  16085. object: this
  16086. } );
  16087. },
  16088. copy: function ( source ) {
  16089. Object3D.prototype.copy.call( this, source );
  16090. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16091. this.material = source.material;
  16092. return this;
  16093. }
  16094. } );
  16095. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16096. // compute position in camera space
  16097. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16098. // to check if rotation is not zero
  16099. if ( sin !== undefined ) {
  16100. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16101. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16102. } else {
  16103. _rotatedPosition.copy( _alignedPosition );
  16104. }
  16105. vertexPosition.copy( mvPosition );
  16106. vertexPosition.x += _rotatedPosition.x;
  16107. vertexPosition.y += _rotatedPosition.y;
  16108. // transform to world space
  16109. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16110. }
  16111. /**
  16112. * @author mikael emtinger / http://gomo.se/
  16113. * @author alteredq / http://alteredqualia.com/
  16114. * @author mrdoob / http://mrdoob.com/
  16115. */
  16116. var _v1$4 = new Vector3();
  16117. var _v2$2 = new Vector3();
  16118. function LOD() {
  16119. Object3D.call( this );
  16120. this._currentLevel = 0;
  16121. this.type = 'LOD';
  16122. Object.defineProperties( this, {
  16123. levels: {
  16124. enumerable: true,
  16125. value: []
  16126. }
  16127. } );
  16128. this.autoUpdate = true;
  16129. }
  16130. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16131. constructor: LOD,
  16132. isLOD: true,
  16133. copy: function ( source ) {
  16134. Object3D.prototype.copy.call( this, source, false );
  16135. var levels = source.levels;
  16136. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16137. var level = levels[ i ];
  16138. this.addLevel( level.object.clone(), level.distance );
  16139. }
  16140. this.autoUpdate = source.autoUpdate;
  16141. return this;
  16142. },
  16143. addLevel: function ( object, distance ) {
  16144. if ( distance === undefined ) { distance = 0; }
  16145. distance = Math.abs( distance );
  16146. var levels = this.levels;
  16147. var l;
  16148. for ( l = 0; l < levels.length; l ++ ) {
  16149. if ( distance < levels[ l ].distance ) {
  16150. break;
  16151. }
  16152. }
  16153. levels.splice( l, 0, { distance: distance, object: object } );
  16154. this.add( object );
  16155. return this;
  16156. },
  16157. getCurrentLevel: function () {
  16158. return this._currentLevel;
  16159. },
  16160. getObjectForDistance: function ( distance ) {
  16161. var levels = this.levels;
  16162. if ( levels.length > 0 ) {
  16163. var i, l;
  16164. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16165. if ( distance < levels[ i ].distance ) {
  16166. break;
  16167. }
  16168. }
  16169. return levels[ i - 1 ].object;
  16170. }
  16171. return null;
  16172. },
  16173. raycast: function ( raycaster, intersects ) {
  16174. var levels = this.levels;
  16175. if ( levels.length > 0 ) {
  16176. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16177. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16178. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16179. }
  16180. },
  16181. update: function ( camera ) {
  16182. var levels = this.levels;
  16183. if ( levels.length > 1 ) {
  16184. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16185. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16186. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16187. levels[ 0 ].object.visible = true;
  16188. var i, l;
  16189. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16190. if ( distance >= levels[ i ].distance ) {
  16191. levels[ i - 1 ].object.visible = false;
  16192. levels[ i ].object.visible = true;
  16193. } else {
  16194. break;
  16195. }
  16196. }
  16197. this._currentLevel = i - 1;
  16198. for ( ; i < l; i ++ ) {
  16199. levels[ i ].object.visible = false;
  16200. }
  16201. }
  16202. },
  16203. toJSON: function ( meta ) {
  16204. var data = Object3D.prototype.toJSON.call( this, meta );
  16205. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16206. data.object.levels = [];
  16207. var levels = this.levels;
  16208. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16209. var level = levels[ i ];
  16210. data.object.levels.push( {
  16211. object: level.object.uuid,
  16212. distance: level.distance
  16213. } );
  16214. }
  16215. return data;
  16216. }
  16217. } );
  16218. /**
  16219. * @author mikael emtinger / http://gomo.se/
  16220. * @author alteredq / http://alteredqualia.com/
  16221. * @author ikerr / http://verold.com
  16222. */
  16223. function SkinnedMesh( geometry, material ) {
  16224. if ( geometry && geometry.isGeometry ) {
  16225. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16226. }
  16227. Mesh.call( this, geometry, material );
  16228. this.type = 'SkinnedMesh';
  16229. this.bindMode = 'attached';
  16230. this.bindMatrix = new Matrix4();
  16231. this.bindMatrixInverse = new Matrix4();
  16232. }
  16233. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16234. constructor: SkinnedMesh,
  16235. isSkinnedMesh: true,
  16236. copy: function ( source ) {
  16237. Mesh.prototype.copy.call( this, source );
  16238. this.bindMode = source.bindMode;
  16239. this.bindMatrix.copy( source.bindMatrix );
  16240. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16241. this.skeleton = source.skeleton;
  16242. return this;
  16243. },
  16244. bind: function ( skeleton, bindMatrix ) {
  16245. this.skeleton = skeleton;
  16246. if ( bindMatrix === undefined ) {
  16247. this.updateMatrixWorld( true );
  16248. this.skeleton.calculateInverses();
  16249. bindMatrix = this.matrixWorld;
  16250. }
  16251. this.bindMatrix.copy( bindMatrix );
  16252. this.bindMatrixInverse.getInverse( bindMatrix );
  16253. },
  16254. pose: function () {
  16255. this.skeleton.pose();
  16256. },
  16257. normalizeSkinWeights: function () {
  16258. var vector = new Vector4();
  16259. var skinWeight = this.geometry.attributes.skinWeight;
  16260. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16261. vector.x = skinWeight.getX( i );
  16262. vector.y = skinWeight.getY( i );
  16263. vector.z = skinWeight.getZ( i );
  16264. vector.w = skinWeight.getW( i );
  16265. var scale = 1.0 / vector.manhattanLength();
  16266. if ( scale !== Infinity ) {
  16267. vector.multiplyScalar( scale );
  16268. } else {
  16269. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16270. }
  16271. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16272. }
  16273. },
  16274. updateMatrixWorld: function ( force ) {
  16275. Mesh.prototype.updateMatrixWorld.call( this, force );
  16276. if ( this.bindMode === 'attached' ) {
  16277. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16278. } else if ( this.bindMode === 'detached' ) {
  16279. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16280. } else {
  16281. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16282. }
  16283. },
  16284. boneTransform: ( function () {
  16285. var basePosition = new Vector3();
  16286. var skinIndex = new Vector4();
  16287. var skinWeight = new Vector4();
  16288. var vector = new Vector3();
  16289. var matrix = new Matrix4();
  16290. return function ( index, target ) {
  16291. var skeleton = this.skeleton;
  16292. var geometry = this.geometry;
  16293. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16294. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16295. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16296. target.set( 0, 0, 0 );
  16297. for ( var i = 0; i < 4; i ++ ) {
  16298. var weight = skinWeight.getComponent( i );
  16299. if ( weight !== 0 ) {
  16300. var boneIndex = skinIndex.getComponent( i );
  16301. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16302. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16303. }
  16304. }
  16305. return target.applyMatrix4( this.bindMatrixInverse );
  16306. };
  16307. }() )
  16308. } );
  16309. /**
  16310. * @author mikael emtinger / http://gomo.se/
  16311. * @author alteredq / http://alteredqualia.com/
  16312. * @author michael guerrero / http://realitymeltdown.com
  16313. * @author ikerr / http://verold.com
  16314. */
  16315. var _offsetMatrix = new Matrix4();
  16316. var _identityMatrix = new Matrix4();
  16317. function Skeleton( bones, boneInverses ) {
  16318. // copy the bone array
  16319. bones = bones || [];
  16320. this.bones = bones.slice( 0 );
  16321. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16322. this.frame = - 1;
  16323. // use the supplied bone inverses or calculate the inverses
  16324. if ( boneInverses === undefined ) {
  16325. this.calculateInverses();
  16326. } else {
  16327. if ( this.bones.length === boneInverses.length ) {
  16328. this.boneInverses = boneInverses.slice( 0 );
  16329. } else {
  16330. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16331. this.boneInverses = [];
  16332. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16333. this.boneInverses.push( new Matrix4() );
  16334. }
  16335. }
  16336. }
  16337. }
  16338. Object.assign( Skeleton.prototype, {
  16339. calculateInverses: function () {
  16340. this.boneInverses = [];
  16341. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16342. var inverse = new Matrix4();
  16343. if ( this.bones[ i ] ) {
  16344. inverse.getInverse( this.bones[ i ].matrixWorld );
  16345. }
  16346. this.boneInverses.push( inverse );
  16347. }
  16348. },
  16349. pose: function () {
  16350. // recover the bind-time world matrices
  16351. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16352. var bone = this.bones[ i ];
  16353. if ( bone ) {
  16354. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16355. }
  16356. }
  16357. // compute the local matrices, positions, rotations and scales
  16358. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16359. var bone$1 = this.bones[ i$1 ];
  16360. if ( bone$1 ) {
  16361. if ( bone$1.parent && bone$1.parent.isBone ) {
  16362. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16363. bone$1.matrix.multiply( bone$1.matrixWorld );
  16364. } else {
  16365. bone$1.matrix.copy( bone$1.matrixWorld );
  16366. }
  16367. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16368. }
  16369. }
  16370. },
  16371. update: function () {
  16372. var bones = this.bones;
  16373. var boneInverses = this.boneInverses;
  16374. var boneMatrices = this.boneMatrices;
  16375. var boneTexture = this.boneTexture;
  16376. // flatten bone matrices to array
  16377. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16378. // compute the offset between the current and the original transform
  16379. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16380. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16381. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16382. }
  16383. if ( boneTexture !== undefined ) {
  16384. boneTexture.needsUpdate = true;
  16385. }
  16386. },
  16387. clone: function () {
  16388. return new Skeleton( this.bones, this.boneInverses );
  16389. },
  16390. getBoneByName: function ( name ) {
  16391. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16392. var bone = this.bones[ i ];
  16393. if ( bone.name === name ) {
  16394. return bone;
  16395. }
  16396. }
  16397. return undefined;
  16398. },
  16399. dispose: function ( ) {
  16400. if ( this.boneTexture ) {
  16401. this.boneTexture.dispose();
  16402. this.boneTexture = undefined;
  16403. }
  16404. }
  16405. } );
  16406. /**
  16407. * @author mikael emtinger / http://gomo.se/
  16408. * @author alteredq / http://alteredqualia.com/
  16409. * @author ikerr / http://verold.com
  16410. */
  16411. function Bone() {
  16412. Object3D.call( this );
  16413. this.type = 'Bone';
  16414. }
  16415. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16416. constructor: Bone,
  16417. isBone: true
  16418. } );
  16419. /**
  16420. * @author mrdoob / http://mrdoob.com/
  16421. */
  16422. var _instanceLocalMatrix = new Matrix4();
  16423. var _instanceWorldMatrix = new Matrix4();
  16424. var _instanceIntersects = [];
  16425. var _mesh = new Mesh();
  16426. function InstancedMesh( geometry, material, count ) {
  16427. Mesh.call( this, geometry, material );
  16428. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16429. this.count = count;
  16430. this.frustumCulled = false;
  16431. }
  16432. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16433. constructor: InstancedMesh,
  16434. isInstancedMesh: true,
  16435. copy: function ( source ) {
  16436. Mesh.prototype.copy.call( this, source );
  16437. this.instanceMatrix.copy( source.instanceMatrix );
  16438. this.count = source.count;
  16439. return this;
  16440. },
  16441. getMatrixAt: function ( index, matrix ) {
  16442. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16443. },
  16444. raycast: function ( raycaster, intersects ) {
  16445. var matrixWorld = this.matrixWorld;
  16446. var raycastTimes = this.count;
  16447. _mesh.geometry = this.geometry;
  16448. _mesh.material = this.material;
  16449. if ( _mesh.material === undefined ) { return; }
  16450. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16451. // calculate the world matrix for each instance
  16452. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16453. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16454. // the mesh represents this single instance
  16455. _mesh.matrixWorld = _instanceWorldMatrix;
  16456. _mesh.raycast( raycaster, _instanceIntersects );
  16457. // process the result of raycast
  16458. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16459. var intersect = _instanceIntersects[ i ];
  16460. intersect.instanceId = instanceId;
  16461. intersect.object = this;
  16462. intersects.push( intersect );
  16463. }
  16464. _instanceIntersects.length = 0;
  16465. }
  16466. },
  16467. setMatrixAt: function ( index, matrix ) {
  16468. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16469. },
  16470. updateMorphTargets: function () {
  16471. }
  16472. } );
  16473. /**
  16474. * @author mrdoob / http://mrdoob.com/
  16475. * @author alteredq / http://alteredqualia.com/
  16476. *
  16477. * parameters = {
  16478. * color: <hex>,
  16479. * opacity: <float>,
  16480. *
  16481. * linewidth: <float>,
  16482. * linecap: "round",
  16483. * linejoin: "round"
  16484. * }
  16485. */
  16486. function LineBasicMaterial( parameters ) {
  16487. Material.call( this );
  16488. this.type = 'LineBasicMaterial';
  16489. this.color = new Color( 0xffffff );
  16490. this.linewidth = 1;
  16491. this.linecap = 'round';
  16492. this.linejoin = 'round';
  16493. this.morphTargets = false;
  16494. this.setValues( parameters );
  16495. }
  16496. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16497. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16498. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16499. LineBasicMaterial.prototype.copy = function ( source ) {
  16500. Material.prototype.copy.call( this, source );
  16501. this.color.copy( source.color );
  16502. this.linewidth = source.linewidth;
  16503. this.linecap = source.linecap;
  16504. this.linejoin = source.linejoin;
  16505. this.morphTargets = source.morphTargets;
  16506. return this;
  16507. };
  16508. /**
  16509. * @author mrdoob / http://mrdoob.com/
  16510. */
  16511. var _start = new Vector3();
  16512. var _end = new Vector3();
  16513. var _inverseMatrix$1 = new Matrix4();
  16514. var _ray$1 = new Ray();
  16515. var _sphere$2 = new Sphere();
  16516. function Line( geometry, material, mode ) {
  16517. if ( mode === 1 ) {
  16518. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16519. }
  16520. Object3D.call( this );
  16521. this.type = 'Line';
  16522. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16523. this.material = material !== undefined ? material : new LineBasicMaterial();
  16524. this.updateMorphTargets();
  16525. }
  16526. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16527. constructor: Line,
  16528. isLine: true,
  16529. copy: function ( source ) {
  16530. Object3D.prototype.copy.call( this, source );
  16531. this.material = source.material;
  16532. this.geometry = source.geometry;
  16533. return this;
  16534. },
  16535. computeLineDistances: function () {
  16536. var geometry = this.geometry;
  16537. if ( geometry.isBufferGeometry ) {
  16538. // we assume non-indexed geometry
  16539. if ( geometry.index === null ) {
  16540. var positionAttribute = geometry.attributes.position;
  16541. var lineDistances = [ 0 ];
  16542. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16543. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16544. _end.fromBufferAttribute( positionAttribute, i );
  16545. lineDistances[ i ] = lineDistances[ i - 1 ];
  16546. lineDistances[ i ] += _start.distanceTo( _end );
  16547. }
  16548. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16549. } else {
  16550. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16551. }
  16552. } else if ( geometry.isGeometry ) {
  16553. var vertices = geometry.vertices;
  16554. var lineDistances$1 = geometry.lineDistances;
  16555. lineDistances$1[ 0 ] = 0;
  16556. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16557. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16558. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16559. }
  16560. }
  16561. return this;
  16562. },
  16563. raycast: function ( raycaster, intersects ) {
  16564. var geometry = this.geometry;
  16565. var matrixWorld = this.matrixWorld;
  16566. var threshold = raycaster.params.Line.threshold;
  16567. // Checking boundingSphere distance to ray
  16568. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16569. _sphere$2.copy( geometry.boundingSphere );
  16570. _sphere$2.applyMatrix4( matrixWorld );
  16571. _sphere$2.radius += threshold;
  16572. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16573. //
  16574. _inverseMatrix$1.getInverse( matrixWorld );
  16575. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16576. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16577. var localThresholdSq = localThreshold * localThreshold;
  16578. var vStart = new Vector3();
  16579. var vEnd = new Vector3();
  16580. var interSegment = new Vector3();
  16581. var interRay = new Vector3();
  16582. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16583. if ( geometry.isBufferGeometry ) {
  16584. var index = geometry.index;
  16585. var attributes = geometry.attributes;
  16586. var positions = attributes.position.array;
  16587. if ( index !== null ) {
  16588. var indices = index.array;
  16589. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16590. var a = indices[ i ];
  16591. var b = indices[ i + 1 ];
  16592. vStart.fromArray( positions, a * 3 );
  16593. vEnd.fromArray( positions, b * 3 );
  16594. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16595. if ( distSq > localThresholdSq ) { continue; }
  16596. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16597. var distance = raycaster.ray.origin.distanceTo( interRay );
  16598. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16599. intersects.push( {
  16600. distance: distance,
  16601. // What do we want? intersection point on the ray or on the segment??
  16602. // point: raycaster.ray.at( distance ),
  16603. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16604. index: i,
  16605. face: null,
  16606. faceIndex: null,
  16607. object: this
  16608. } );
  16609. }
  16610. } else {
  16611. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16612. vStart.fromArray( positions, 3 * i$1 );
  16613. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16614. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16615. if ( distSq$1 > localThresholdSq ) { continue; }
  16616. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16617. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16618. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16619. intersects.push( {
  16620. distance: distance$1,
  16621. // What do we want? intersection point on the ray or on the segment??
  16622. // point: raycaster.ray.at( distance ),
  16623. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16624. index: i$1,
  16625. face: null,
  16626. faceIndex: null,
  16627. object: this
  16628. } );
  16629. }
  16630. }
  16631. } else if ( geometry.isGeometry ) {
  16632. var vertices = geometry.vertices;
  16633. var nbVertices = vertices.length;
  16634. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16635. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16636. if ( distSq$2 > localThresholdSq ) { continue; }
  16637. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16638. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16639. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16640. intersects.push( {
  16641. distance: distance$2,
  16642. // What do we want? intersection point on the ray or on the segment??
  16643. // point: raycaster.ray.at( distance ),
  16644. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16645. index: i$2,
  16646. face: null,
  16647. faceIndex: null,
  16648. object: this
  16649. } );
  16650. }
  16651. }
  16652. },
  16653. updateMorphTargets: function () {
  16654. var geometry = this.geometry;
  16655. if ( geometry.isBufferGeometry ) {
  16656. var morphAttributes = geometry.morphAttributes;
  16657. var keys = Object.keys( morphAttributes );
  16658. if ( keys.length > 0 ) {
  16659. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16660. if ( morphAttribute !== undefined ) {
  16661. this.morphTargetInfluences = [];
  16662. this.morphTargetDictionary = {};
  16663. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16664. var name = morphAttribute[ m ].name || String( m );
  16665. this.morphTargetInfluences.push( 0 );
  16666. this.morphTargetDictionary[ name ] = m;
  16667. }
  16668. }
  16669. }
  16670. } else {
  16671. var morphTargets = geometry.morphTargets;
  16672. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16673. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16674. }
  16675. }
  16676. }
  16677. } );
  16678. /**
  16679. * @author mrdoob / http://mrdoob.com/
  16680. */
  16681. var _start$1 = new Vector3();
  16682. var _end$1 = new Vector3();
  16683. function LineSegments( geometry, material ) {
  16684. Line.call( this, geometry, material );
  16685. this.type = 'LineSegments';
  16686. }
  16687. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16688. constructor: LineSegments,
  16689. isLineSegments: true,
  16690. computeLineDistances: function () {
  16691. var geometry = this.geometry;
  16692. if ( geometry.isBufferGeometry ) {
  16693. // we assume non-indexed geometry
  16694. if ( geometry.index === null ) {
  16695. var positionAttribute = geometry.attributes.position;
  16696. var lineDistances = [];
  16697. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16698. _start$1.fromBufferAttribute( positionAttribute, i );
  16699. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16700. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16701. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16702. }
  16703. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16704. } else {
  16705. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16706. }
  16707. } else if ( geometry.isGeometry ) {
  16708. var vertices = geometry.vertices;
  16709. var lineDistances$1 = geometry.lineDistances;
  16710. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16711. _start$1.copy( vertices[ i$1 ] );
  16712. _end$1.copy( vertices[ i$1 + 1 ] );
  16713. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16714. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16715. }
  16716. }
  16717. return this;
  16718. }
  16719. } );
  16720. /**
  16721. * @author mgreter / http://github.com/mgreter
  16722. */
  16723. function LineLoop( geometry, material ) {
  16724. Line.call( this, geometry, material );
  16725. this.type = 'LineLoop';
  16726. }
  16727. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16728. constructor: LineLoop,
  16729. isLineLoop: true,
  16730. } );
  16731. /**
  16732. * @author mrdoob / http://mrdoob.com/
  16733. * @author alteredq / http://alteredqualia.com/
  16734. *
  16735. * parameters = {
  16736. * color: <hex>,
  16737. * opacity: <float>,
  16738. * map: new THREE.Texture( <Image> ),
  16739. * alphaMap: new THREE.Texture( <Image> ),
  16740. *
  16741. * size: <float>,
  16742. * sizeAttenuation: <bool>
  16743. *
  16744. * morphTargets: <bool>
  16745. * }
  16746. */
  16747. function PointsMaterial( parameters ) {
  16748. Material.call( this );
  16749. this.type = 'PointsMaterial';
  16750. this.color = new Color( 0xffffff );
  16751. this.map = null;
  16752. this.alphaMap = null;
  16753. this.size = 1;
  16754. this.sizeAttenuation = true;
  16755. this.morphTargets = false;
  16756. this.setValues( parameters );
  16757. }
  16758. PointsMaterial.prototype = Object.create( Material.prototype );
  16759. PointsMaterial.prototype.constructor = PointsMaterial;
  16760. PointsMaterial.prototype.isPointsMaterial = true;
  16761. PointsMaterial.prototype.copy = function ( source ) {
  16762. Material.prototype.copy.call( this, source );
  16763. this.color.copy( source.color );
  16764. this.map = source.map;
  16765. this.alphaMap = source.alphaMap;
  16766. this.size = source.size;
  16767. this.sizeAttenuation = source.sizeAttenuation;
  16768. this.morphTargets = source.morphTargets;
  16769. return this;
  16770. };
  16771. /**
  16772. * @author alteredq / http://alteredqualia.com/
  16773. */
  16774. var _inverseMatrix$2 = new Matrix4();
  16775. var _ray$2 = new Ray();
  16776. var _sphere$3 = new Sphere();
  16777. var _position$1 = new Vector3();
  16778. function Points( geometry, material ) {
  16779. Object3D.call( this );
  16780. this.type = 'Points';
  16781. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16782. this.material = material !== undefined ? material : new PointsMaterial();
  16783. this.updateMorphTargets();
  16784. }
  16785. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16786. constructor: Points,
  16787. isPoints: true,
  16788. copy: function ( source ) {
  16789. Object3D.prototype.copy.call( this, source );
  16790. this.material = source.material;
  16791. this.geometry = source.geometry;
  16792. return this;
  16793. },
  16794. raycast: function ( raycaster, intersects ) {
  16795. var geometry = this.geometry;
  16796. var matrixWorld = this.matrixWorld;
  16797. var threshold = raycaster.params.Points.threshold;
  16798. // Checking boundingSphere distance to ray
  16799. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16800. _sphere$3.copy( geometry.boundingSphere );
  16801. _sphere$3.applyMatrix4( matrixWorld );
  16802. _sphere$3.radius += threshold;
  16803. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16804. //
  16805. _inverseMatrix$2.getInverse( matrixWorld );
  16806. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16807. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16808. var localThresholdSq = localThreshold * localThreshold;
  16809. if ( geometry.isBufferGeometry ) {
  16810. var index = geometry.index;
  16811. var attributes = geometry.attributes;
  16812. var positions = attributes.position.array;
  16813. if ( index !== null ) {
  16814. var indices = index.array;
  16815. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16816. var a = indices[ i ];
  16817. _position$1.fromArray( positions, a * 3 );
  16818. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16819. }
  16820. } else {
  16821. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  16822. _position$1.fromArray( positions, i$1 * 3 );
  16823. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16824. }
  16825. }
  16826. } else {
  16827. var vertices = geometry.vertices;
  16828. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  16829. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16830. }
  16831. }
  16832. },
  16833. updateMorphTargets: function () {
  16834. var geometry = this.geometry;
  16835. if ( geometry.isBufferGeometry ) {
  16836. var morphAttributes = geometry.morphAttributes;
  16837. var keys = Object.keys( morphAttributes );
  16838. if ( keys.length > 0 ) {
  16839. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16840. if ( morphAttribute !== undefined ) {
  16841. this.morphTargetInfluences = [];
  16842. this.morphTargetDictionary = {};
  16843. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16844. var name = morphAttribute[ m ].name || String( m );
  16845. this.morphTargetInfluences.push( 0 );
  16846. this.morphTargetDictionary[ name ] = m;
  16847. }
  16848. }
  16849. }
  16850. } else {
  16851. var morphTargets = geometry.morphTargets;
  16852. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16853. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16854. }
  16855. }
  16856. }
  16857. } );
  16858. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16859. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16860. if ( rayPointDistanceSq < localThresholdSq ) {
  16861. var intersectPoint = new Vector3();
  16862. _ray$2.closestPointToPoint( point, intersectPoint );
  16863. intersectPoint.applyMatrix4( matrixWorld );
  16864. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16865. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16866. intersects.push( {
  16867. distance: distance,
  16868. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16869. point: intersectPoint,
  16870. index: index,
  16871. face: null,
  16872. object: object
  16873. } );
  16874. }
  16875. }
  16876. /**
  16877. * @author mrdoob / http://mrdoob.com/
  16878. */
  16879. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16880. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16881. this.format = format !== undefined ? format : RGBFormat;
  16882. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16883. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16884. this.generateMipmaps = false;
  16885. }
  16886. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16887. constructor: VideoTexture,
  16888. isVideoTexture: true,
  16889. update: function () {
  16890. var video = this.image;
  16891. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16892. this.needsUpdate = true;
  16893. }
  16894. }
  16895. } );
  16896. /**
  16897. * @author alteredq / http://alteredqualia.com/
  16898. */
  16899. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16900. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16901. this.image = { width: width, height: height };
  16902. this.mipmaps = mipmaps;
  16903. // no flipping for cube textures
  16904. // (also flipping doesn't work for compressed textures )
  16905. this.flipY = false;
  16906. // can't generate mipmaps for compressed textures
  16907. // mips must be embedded in DDS files
  16908. this.generateMipmaps = false;
  16909. }
  16910. CompressedTexture.prototype = Object.create( Texture.prototype );
  16911. CompressedTexture.prototype.constructor = CompressedTexture;
  16912. CompressedTexture.prototype.isCompressedTexture = true;
  16913. /**
  16914. * @author mrdoob / http://mrdoob.com/
  16915. */
  16916. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16917. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16918. this.needsUpdate = true;
  16919. }
  16920. CanvasTexture.prototype = Object.create( Texture.prototype );
  16921. CanvasTexture.prototype.constructor = CanvasTexture;
  16922. CanvasTexture.prototype.isCanvasTexture = true;
  16923. /**
  16924. * @author Matt DesLauriers / @mattdesl
  16925. * @author atix / arthursilber.de
  16926. */
  16927. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16928. format = format !== undefined ? format : DepthFormat;
  16929. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16930. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16931. }
  16932. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16933. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16934. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16935. this.image = { width: width, height: height };
  16936. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16937. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16938. this.flipY = false;
  16939. this.generateMipmaps = false;
  16940. }
  16941. DepthTexture.prototype = Object.create( Texture.prototype );
  16942. DepthTexture.prototype.constructor = DepthTexture;
  16943. DepthTexture.prototype.isDepthTexture = true;
  16944. /**
  16945. * @author mrdoob / http://mrdoob.com/
  16946. * @author Mugen87 / https://github.com/Mugen87
  16947. */
  16948. function WireframeGeometry( geometry ) {
  16949. BufferGeometry.call( this );
  16950. this.type = 'WireframeGeometry';
  16951. // buffer
  16952. var vertices = [];
  16953. // helper variables
  16954. var edge = [ 0, 0 ], edges = {};
  16955. var keys = [ 'a', 'b', 'c' ];
  16956. // different logic for Geometry and BufferGeometry
  16957. if ( geometry && geometry.isGeometry ) {
  16958. // create a data structure that contains all edges without duplicates
  16959. var faces = geometry.faces;
  16960. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  16961. var face = faces[ i ];
  16962. for ( var j = 0; j < 3; j ++ ) {
  16963. var edge1 = face[ keys[ j ] ];
  16964. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16965. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16966. edge[ 1 ] = Math.max( edge1, edge2 );
  16967. var key = edge[ 0 ] + ',' + edge[ 1 ];
  16968. if ( edges[ key ] === undefined ) {
  16969. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16970. }
  16971. }
  16972. }
  16973. // generate vertices
  16974. for ( var key$1 in edges ) {
  16975. var e = edges[ key$1 ];
  16976. var vertex = geometry.vertices[ e.index1 ];
  16977. vertices.push( vertex.x, vertex.y, vertex.z );
  16978. vertex = geometry.vertices[ e.index2 ];
  16979. vertices.push( vertex.x, vertex.y, vertex.z );
  16980. }
  16981. } else if ( geometry && geometry.isBufferGeometry ) {
  16982. var vertex$1 = new Vector3();
  16983. if ( geometry.index !== null ) {
  16984. // indexed BufferGeometry
  16985. var position = geometry.attributes.position;
  16986. var indices = geometry.index;
  16987. var groups = geometry.groups;
  16988. if ( groups.length === 0 ) {
  16989. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16990. }
  16991. // create a data structure that contains all eges without duplicates
  16992. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  16993. var group = groups[ o ];
  16994. var start = group.start;
  16995. var count = group.count;
  16996. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  16997. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  16998. var edge1$1 = indices.getX( i$1 + j$1 );
  16999. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17000. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17001. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17002. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17003. if ( edges[ key$2 ] === undefined ) {
  17004. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17005. }
  17006. }
  17007. }
  17008. }
  17009. // generate vertices
  17010. for ( var key$3 in edges ) {
  17011. var e$1 = edges[ key$3 ];
  17012. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17013. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17014. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17015. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17016. }
  17017. } else {
  17018. // non-indexed BufferGeometry
  17019. var position$1 = geometry.attributes.position;
  17020. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17021. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17022. // three edges per triangle, an edge is represented as (index1, index2)
  17023. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17024. var index1 = 3 * i$2 + j$2;
  17025. vertex$1.fromBufferAttribute( position$1, index1 );
  17026. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17027. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17028. vertex$1.fromBufferAttribute( position$1, index2 );
  17029. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17030. }
  17031. }
  17032. }
  17033. }
  17034. // build geometry
  17035. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17036. }
  17037. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17038. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17039. /**
  17040. * @author zz85 / https://github.com/zz85
  17041. * @author Mugen87 / https://github.com/Mugen87
  17042. *
  17043. * Parametric Surfaces Geometry
  17044. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17045. */
  17046. // ParametricGeometry
  17047. function ParametricGeometry( func, slices, stacks ) {
  17048. Geometry.call( this );
  17049. this.type = 'ParametricGeometry';
  17050. this.parameters = {
  17051. func: func,
  17052. slices: slices,
  17053. stacks: stacks
  17054. };
  17055. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17056. this.mergeVertices();
  17057. }
  17058. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17059. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17060. // ParametricBufferGeometry
  17061. function ParametricBufferGeometry( func, slices, stacks ) {
  17062. BufferGeometry.call( this );
  17063. this.type = 'ParametricBufferGeometry';
  17064. this.parameters = {
  17065. func: func,
  17066. slices: slices,
  17067. stacks: stacks
  17068. };
  17069. // buffers
  17070. var indices = [];
  17071. var vertices = [];
  17072. var normals = [];
  17073. var uvs = [];
  17074. var EPS = 0.00001;
  17075. var normal = new Vector3();
  17076. var p0 = new Vector3(), p1 = new Vector3();
  17077. var pu = new Vector3(), pv = new Vector3();
  17078. if ( func.length < 3 ) {
  17079. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17080. }
  17081. // generate vertices, normals and uvs
  17082. var sliceCount = slices + 1;
  17083. for ( var i = 0; i <= stacks; i ++ ) {
  17084. var v = i / stacks;
  17085. for ( var j = 0; j <= slices; j ++ ) {
  17086. var u = j / slices;
  17087. // vertex
  17088. func( u, v, p0 );
  17089. vertices.push( p0.x, p0.y, p0.z );
  17090. // normal
  17091. // approximate tangent vectors via finite differences
  17092. if ( u - EPS >= 0 ) {
  17093. func( u - EPS, v, p1 );
  17094. pu.subVectors( p0, p1 );
  17095. } else {
  17096. func( u + EPS, v, p1 );
  17097. pu.subVectors( p1, p0 );
  17098. }
  17099. if ( v - EPS >= 0 ) {
  17100. func( u, v - EPS, p1 );
  17101. pv.subVectors( p0, p1 );
  17102. } else {
  17103. func( u, v + EPS, p1 );
  17104. pv.subVectors( p1, p0 );
  17105. }
  17106. // cross product of tangent vectors returns surface normal
  17107. normal.crossVectors( pu, pv ).normalize();
  17108. normals.push( normal.x, normal.y, normal.z );
  17109. // uv
  17110. uvs.push( u, v );
  17111. }
  17112. }
  17113. // generate indices
  17114. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17115. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17116. var a = i$1 * sliceCount + j$1;
  17117. var b = i$1 * sliceCount + j$1 + 1;
  17118. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17119. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17120. // faces one and two
  17121. indices.push( a, b, d );
  17122. indices.push( b, c, d );
  17123. }
  17124. }
  17125. // build geometry
  17126. this.setIndex( indices );
  17127. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17128. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17129. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17130. }
  17131. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17132. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17133. /**
  17134. * @author clockworkgeek / https://github.com/clockworkgeek
  17135. * @author timothypratley / https://github.com/timothypratley
  17136. * @author WestLangley / http://github.com/WestLangley
  17137. * @author Mugen87 / https://github.com/Mugen87
  17138. */
  17139. // PolyhedronGeometry
  17140. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17141. Geometry.call( this );
  17142. this.type = 'PolyhedronGeometry';
  17143. this.parameters = {
  17144. vertices: vertices,
  17145. indices: indices,
  17146. radius: radius,
  17147. detail: detail
  17148. };
  17149. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17150. this.mergeVertices();
  17151. }
  17152. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17153. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17154. // PolyhedronBufferGeometry
  17155. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17156. BufferGeometry.call( this );
  17157. this.type = 'PolyhedronBufferGeometry';
  17158. this.parameters = {
  17159. vertices: vertices,
  17160. indices: indices,
  17161. radius: radius,
  17162. detail: detail
  17163. };
  17164. radius = radius || 1;
  17165. detail = detail || 0;
  17166. // default buffer data
  17167. var vertexBuffer = [];
  17168. var uvBuffer = [];
  17169. // the subdivision creates the vertex buffer data
  17170. subdivide( detail );
  17171. // all vertices should lie on a conceptual sphere with a given radius
  17172. applyRadius( radius );
  17173. // finally, create the uv data
  17174. generateUVs();
  17175. // build non-indexed geometry
  17176. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17177. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17178. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17179. if ( detail === 0 ) {
  17180. this.computeVertexNormals(); // flat normals
  17181. } else {
  17182. this.normalizeNormals(); // smooth normals
  17183. }
  17184. // helper functions
  17185. function subdivide( detail ) {
  17186. var a = new Vector3();
  17187. var b = new Vector3();
  17188. var c = new Vector3();
  17189. // iterate over all faces and apply a subdivison with the given detail value
  17190. for ( var i = 0; i < indices.length; i += 3 ) {
  17191. // get the vertices of the face
  17192. getVertexByIndex( indices[ i + 0 ], a );
  17193. getVertexByIndex( indices[ i + 1 ], b );
  17194. getVertexByIndex( indices[ i + 2 ], c );
  17195. // perform subdivision
  17196. subdivideFace( a, b, c, detail );
  17197. }
  17198. }
  17199. function subdivideFace( a, b, c, detail ) {
  17200. var cols = Math.pow( 2, detail );
  17201. // we use this multidimensional array as a data structure for creating the subdivision
  17202. var v = [];
  17203. // construct all of the vertices for this subdivision
  17204. for ( var i = 0; i <= cols; i ++ ) {
  17205. v[ i ] = [];
  17206. var aj = a.clone().lerp( c, i / cols );
  17207. var bj = b.clone().lerp( c, i / cols );
  17208. var rows = cols - i;
  17209. for ( var j = 0; j <= rows; j ++ ) {
  17210. if ( j === 0 && i === cols ) {
  17211. v[ i ][ j ] = aj;
  17212. } else {
  17213. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17214. }
  17215. }
  17216. }
  17217. // construct all of the faces
  17218. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17219. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17220. var k = Math.floor( j$1 / 2 );
  17221. if ( j$1 % 2 === 0 ) {
  17222. pushVertex( v[ i$1 ][ k + 1 ] );
  17223. pushVertex( v[ i$1 + 1 ][ k ] );
  17224. pushVertex( v[ i$1 ][ k ] );
  17225. } else {
  17226. pushVertex( v[ i$1 ][ k + 1 ] );
  17227. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17228. pushVertex( v[ i$1 + 1 ][ k ] );
  17229. }
  17230. }
  17231. }
  17232. }
  17233. function applyRadius( radius ) {
  17234. var vertex = new Vector3();
  17235. // iterate over the entire buffer and apply the radius to each vertex
  17236. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17237. vertex.x = vertexBuffer[ i + 0 ];
  17238. vertex.y = vertexBuffer[ i + 1 ];
  17239. vertex.z = vertexBuffer[ i + 2 ];
  17240. vertex.normalize().multiplyScalar( radius );
  17241. vertexBuffer[ i + 0 ] = vertex.x;
  17242. vertexBuffer[ i + 1 ] = vertex.y;
  17243. vertexBuffer[ i + 2 ] = vertex.z;
  17244. }
  17245. }
  17246. function generateUVs() {
  17247. var vertex = new Vector3();
  17248. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17249. vertex.x = vertexBuffer[ i + 0 ];
  17250. vertex.y = vertexBuffer[ i + 1 ];
  17251. vertex.z = vertexBuffer[ i + 2 ];
  17252. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17253. var v = inclination( vertex ) / Math.PI + 0.5;
  17254. uvBuffer.push( u, 1 - v );
  17255. }
  17256. correctUVs();
  17257. correctSeam();
  17258. }
  17259. function correctSeam() {
  17260. // handle case when face straddles the seam, see #3269
  17261. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17262. // uv data of a single face
  17263. var x0 = uvBuffer[ i + 0 ];
  17264. var x1 = uvBuffer[ i + 2 ];
  17265. var x2 = uvBuffer[ i + 4 ];
  17266. var max = Math.max( x0, x1, x2 );
  17267. var min = Math.min( x0, x1, x2 );
  17268. // 0.9 is somewhat arbitrary
  17269. if ( max > 0.9 && min < 0.1 ) {
  17270. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17271. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17272. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17273. }
  17274. }
  17275. }
  17276. function pushVertex( vertex ) {
  17277. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17278. }
  17279. function getVertexByIndex( index, vertex ) {
  17280. var stride = index * 3;
  17281. vertex.x = vertices[ stride + 0 ];
  17282. vertex.y = vertices[ stride + 1 ];
  17283. vertex.z = vertices[ stride + 2 ];
  17284. }
  17285. function correctUVs() {
  17286. var a = new Vector3();
  17287. var b = new Vector3();
  17288. var c = new Vector3();
  17289. var centroid = new Vector3();
  17290. var uvA = new Vector2();
  17291. var uvB = new Vector2();
  17292. var uvC = new Vector2();
  17293. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17294. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17295. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17296. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17297. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17298. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17299. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17300. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17301. var azi = azimuth( centroid );
  17302. correctUV( uvA, j + 0, a, azi );
  17303. correctUV( uvB, j + 2, b, azi );
  17304. correctUV( uvC, j + 4, c, azi );
  17305. }
  17306. }
  17307. function correctUV( uv, stride, vector, azimuth ) {
  17308. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17309. uvBuffer[ stride ] = uv.x - 1;
  17310. }
  17311. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17312. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17313. }
  17314. }
  17315. // Angle around the Y axis, counter-clockwise when looking from above.
  17316. function azimuth( vector ) {
  17317. return Math.atan2( vector.z, - vector.x );
  17318. }
  17319. // Angle above the XZ plane.
  17320. function inclination( vector ) {
  17321. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17322. }
  17323. }
  17324. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17325. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17326. /**
  17327. * @author timothypratley / https://github.com/timothypratley
  17328. * @author Mugen87 / https://github.com/Mugen87
  17329. */
  17330. // TetrahedronGeometry
  17331. function TetrahedronGeometry( radius, detail ) {
  17332. Geometry.call( this );
  17333. this.type = 'TetrahedronGeometry';
  17334. this.parameters = {
  17335. radius: radius,
  17336. detail: detail
  17337. };
  17338. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17339. this.mergeVertices();
  17340. }
  17341. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17342. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17343. // TetrahedronBufferGeometry
  17344. function TetrahedronBufferGeometry( radius, detail ) {
  17345. var vertices = [
  17346. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17347. ];
  17348. var indices = [
  17349. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17350. ];
  17351. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17352. this.type = 'TetrahedronBufferGeometry';
  17353. this.parameters = {
  17354. radius: radius,
  17355. detail: detail
  17356. };
  17357. }
  17358. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17359. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17360. /**
  17361. * @author timothypratley / https://github.com/timothypratley
  17362. * @author Mugen87 / https://github.com/Mugen87
  17363. */
  17364. // OctahedronGeometry
  17365. function OctahedronGeometry( radius, detail ) {
  17366. Geometry.call( this );
  17367. this.type = 'OctahedronGeometry';
  17368. this.parameters = {
  17369. radius: radius,
  17370. detail: detail
  17371. };
  17372. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17373. this.mergeVertices();
  17374. }
  17375. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17376. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17377. // OctahedronBufferGeometry
  17378. function OctahedronBufferGeometry( radius, detail ) {
  17379. var vertices = [
  17380. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17381. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17382. ];
  17383. var indices = [
  17384. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17385. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17386. 1, 3, 4, 1, 4, 2
  17387. ];
  17388. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17389. this.type = 'OctahedronBufferGeometry';
  17390. this.parameters = {
  17391. radius: radius,
  17392. detail: detail
  17393. };
  17394. }
  17395. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17396. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17397. /**
  17398. * @author timothypratley / https://github.com/timothypratley
  17399. * @author Mugen87 / https://github.com/Mugen87
  17400. */
  17401. // IcosahedronGeometry
  17402. function IcosahedronGeometry( radius, detail ) {
  17403. Geometry.call( this );
  17404. this.type = 'IcosahedronGeometry';
  17405. this.parameters = {
  17406. radius: radius,
  17407. detail: detail
  17408. };
  17409. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17410. this.mergeVertices();
  17411. }
  17412. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17413. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17414. // IcosahedronBufferGeometry
  17415. function IcosahedronBufferGeometry( radius, detail ) {
  17416. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17417. var vertices = [
  17418. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17419. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17420. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17421. ];
  17422. var indices = [
  17423. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17424. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17425. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17426. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17427. ];
  17428. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17429. this.type = 'IcosahedronBufferGeometry';
  17430. this.parameters = {
  17431. radius: radius,
  17432. detail: detail
  17433. };
  17434. }
  17435. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17436. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17437. /**
  17438. * @author Abe Pazos / https://hamoid.com
  17439. * @author Mugen87 / https://github.com/Mugen87
  17440. */
  17441. // DodecahedronGeometry
  17442. function DodecahedronGeometry( radius, detail ) {
  17443. Geometry.call( this );
  17444. this.type = 'DodecahedronGeometry';
  17445. this.parameters = {
  17446. radius: radius,
  17447. detail: detail
  17448. };
  17449. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17450. this.mergeVertices();
  17451. }
  17452. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17453. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17454. // DodecahedronBufferGeometry
  17455. function DodecahedronBufferGeometry( radius, detail ) {
  17456. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17457. var r = 1 / t;
  17458. var vertices = [
  17459. // (±1, ±1, ±1)
  17460. - 1, - 1, - 1, - 1, - 1, 1,
  17461. - 1, 1, - 1, - 1, 1, 1,
  17462. 1, - 1, - 1, 1, - 1, 1,
  17463. 1, 1, - 1, 1, 1, 1,
  17464. // (0, ±1/φ, ±φ)
  17465. 0, - r, - t, 0, - r, t,
  17466. 0, r, - t, 0, r, t,
  17467. // (±1/φ, ±φ, 0)
  17468. - r, - t, 0, - r, t, 0,
  17469. r, - t, 0, r, t, 0,
  17470. // (±φ, 0, ±1/φ)
  17471. - t, 0, - r, t, 0, - r,
  17472. - t, 0, r, t, 0, r
  17473. ];
  17474. var indices = [
  17475. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17476. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17477. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17478. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17479. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17480. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17481. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17482. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17483. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17484. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17485. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17486. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17487. ];
  17488. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17489. this.type = 'DodecahedronBufferGeometry';
  17490. this.parameters = {
  17491. radius: radius,
  17492. detail: detail
  17493. };
  17494. }
  17495. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17496. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17497. /**
  17498. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17499. * @author WestLangley / https://github.com/WestLangley
  17500. * @author zz85 / https://github.com/zz85
  17501. * @author miningold / https://github.com/miningold
  17502. * @author jonobr1 / https://github.com/jonobr1
  17503. * @author Mugen87 / https://github.com/Mugen87
  17504. *
  17505. */
  17506. // TubeGeometry
  17507. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17508. Geometry.call( this );
  17509. this.type = 'TubeGeometry';
  17510. this.parameters = {
  17511. path: path,
  17512. tubularSegments: tubularSegments,
  17513. radius: radius,
  17514. radialSegments: radialSegments,
  17515. closed: closed
  17516. };
  17517. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17518. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17519. // expose internals
  17520. this.tangents = bufferGeometry.tangents;
  17521. this.normals = bufferGeometry.normals;
  17522. this.binormals = bufferGeometry.binormals;
  17523. // create geometry
  17524. this.fromBufferGeometry( bufferGeometry );
  17525. this.mergeVertices();
  17526. }
  17527. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17528. TubeGeometry.prototype.constructor = TubeGeometry;
  17529. // TubeBufferGeometry
  17530. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17531. BufferGeometry.call( this );
  17532. this.type = 'TubeBufferGeometry';
  17533. this.parameters = {
  17534. path: path,
  17535. tubularSegments: tubularSegments,
  17536. radius: radius,
  17537. radialSegments: radialSegments,
  17538. closed: closed
  17539. };
  17540. tubularSegments = tubularSegments || 64;
  17541. radius = radius || 1;
  17542. radialSegments = radialSegments || 8;
  17543. closed = closed || false;
  17544. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17545. // expose internals
  17546. this.tangents = frames.tangents;
  17547. this.normals = frames.normals;
  17548. this.binormals = frames.binormals;
  17549. // helper variables
  17550. var vertex = new Vector3();
  17551. var normal = new Vector3();
  17552. var uv = new Vector2();
  17553. var P = new Vector3();
  17554. // buffer
  17555. var vertices = [];
  17556. var normals = [];
  17557. var uvs = [];
  17558. var indices = [];
  17559. // create buffer data
  17560. generateBufferData();
  17561. // build geometry
  17562. this.setIndex( indices );
  17563. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17564. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17565. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17566. // functions
  17567. function generateBufferData() {
  17568. for ( var i = 0; i < tubularSegments; i ++ ) {
  17569. generateSegment( i );
  17570. }
  17571. // if the geometry is not closed, generate the last row of vertices and normals
  17572. // at the regular position on the given path
  17573. //
  17574. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17575. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17576. // uvs are generated in a separate function.
  17577. // this makes it easy compute correct values for closed geometries
  17578. generateUVs();
  17579. // finally create faces
  17580. generateIndices();
  17581. }
  17582. function generateSegment( i ) {
  17583. // we use getPointAt to sample evenly distributed points from the given path
  17584. P = path.getPointAt( i / tubularSegments, P );
  17585. // retrieve corresponding normal and binormal
  17586. var N = frames.normals[ i ];
  17587. var B = frames.binormals[ i ];
  17588. // generate normals and vertices for the current segment
  17589. for ( var j = 0; j <= radialSegments; j ++ ) {
  17590. var v = j / radialSegments * Math.PI * 2;
  17591. var sin = Math.sin( v );
  17592. var cos = - Math.cos( v );
  17593. // normal
  17594. normal.x = ( cos * N.x + sin * B.x );
  17595. normal.y = ( cos * N.y + sin * B.y );
  17596. normal.z = ( cos * N.z + sin * B.z );
  17597. normal.normalize();
  17598. normals.push( normal.x, normal.y, normal.z );
  17599. // vertex
  17600. vertex.x = P.x + radius * normal.x;
  17601. vertex.y = P.y + radius * normal.y;
  17602. vertex.z = P.z + radius * normal.z;
  17603. vertices.push( vertex.x, vertex.y, vertex.z );
  17604. }
  17605. }
  17606. function generateIndices() {
  17607. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17608. for ( var i = 1; i <= radialSegments; i ++ ) {
  17609. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17610. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17611. var c = ( radialSegments + 1 ) * j + i;
  17612. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17613. // faces
  17614. indices.push( a, b, d );
  17615. indices.push( b, c, d );
  17616. }
  17617. }
  17618. }
  17619. function generateUVs() {
  17620. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17621. for ( var j = 0; j <= radialSegments; j ++ ) {
  17622. uv.x = i / tubularSegments;
  17623. uv.y = j / radialSegments;
  17624. uvs.push( uv.x, uv.y );
  17625. }
  17626. }
  17627. }
  17628. }
  17629. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17630. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17631. TubeBufferGeometry.prototype.toJSON = function () {
  17632. var data = BufferGeometry.prototype.toJSON.call( this );
  17633. data.path = this.parameters.path.toJSON();
  17634. return data;
  17635. };
  17636. /**
  17637. * @author oosmoxiecode
  17638. * @author Mugen87 / https://github.com/Mugen87
  17639. *
  17640. * based on http://www.blackpawn.com/texts/pqtorus/
  17641. */
  17642. // TorusKnotGeometry
  17643. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17644. Geometry.call( this );
  17645. this.type = 'TorusKnotGeometry';
  17646. this.parameters = {
  17647. radius: radius,
  17648. tube: tube,
  17649. tubularSegments: tubularSegments,
  17650. radialSegments: radialSegments,
  17651. p: p,
  17652. q: q
  17653. };
  17654. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17655. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17656. this.mergeVertices();
  17657. }
  17658. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17659. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17660. // TorusKnotBufferGeometry
  17661. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17662. BufferGeometry.call( this );
  17663. this.type = 'TorusKnotBufferGeometry';
  17664. this.parameters = {
  17665. radius: radius,
  17666. tube: tube,
  17667. tubularSegments: tubularSegments,
  17668. radialSegments: radialSegments,
  17669. p: p,
  17670. q: q
  17671. };
  17672. radius = radius || 1;
  17673. tube = tube || 0.4;
  17674. tubularSegments = Math.floor( tubularSegments ) || 64;
  17675. radialSegments = Math.floor( radialSegments ) || 8;
  17676. p = p || 2;
  17677. q = q || 3;
  17678. // buffers
  17679. var indices = [];
  17680. var vertices = [];
  17681. var normals = [];
  17682. var uvs = [];
  17683. // helper variables
  17684. var vertex = new Vector3();
  17685. var normal = new Vector3();
  17686. var P1 = new Vector3();
  17687. var P2 = new Vector3();
  17688. var B = new Vector3();
  17689. var T = new Vector3();
  17690. var N = new Vector3();
  17691. // generate vertices, normals and uvs
  17692. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17693. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17694. var u = i / tubularSegments * p * Math.PI * 2;
  17695. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17696. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17697. calculatePositionOnCurve( u, p, q, radius, P1 );
  17698. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17699. // calculate orthonormal basis
  17700. T.subVectors( P2, P1 );
  17701. N.addVectors( P2, P1 );
  17702. B.crossVectors( T, N );
  17703. N.crossVectors( B, T );
  17704. // normalize B, N. T can be ignored, we don't use it
  17705. B.normalize();
  17706. N.normalize();
  17707. for ( var j = 0; j <= radialSegments; ++ j ) {
  17708. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17709. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17710. var v = j / radialSegments * Math.PI * 2;
  17711. var cx = - tube * Math.cos( v );
  17712. var cy = tube * Math.sin( v );
  17713. // now calculate the final vertex position.
  17714. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17715. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17716. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17717. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17718. vertices.push( vertex.x, vertex.y, vertex.z );
  17719. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17720. normal.subVectors( vertex, P1 ).normalize();
  17721. normals.push( normal.x, normal.y, normal.z );
  17722. // uv
  17723. uvs.push( i / tubularSegments );
  17724. uvs.push( j / radialSegments );
  17725. }
  17726. }
  17727. // generate indices
  17728. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17729. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17730. // indices
  17731. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17732. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17733. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17734. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17735. // faces
  17736. indices.push( a, b, d );
  17737. indices.push( b, c, d );
  17738. }
  17739. }
  17740. // build geometry
  17741. this.setIndex( indices );
  17742. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17743. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17744. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17745. // this function calculates the current position on the torus curve
  17746. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17747. var cu = Math.cos( u );
  17748. var su = Math.sin( u );
  17749. var quOverP = q / p * u;
  17750. var cs = Math.cos( quOverP );
  17751. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17752. position.y = radius * ( 2 + cs ) * su * 0.5;
  17753. position.z = radius * Math.sin( quOverP ) * 0.5;
  17754. }
  17755. }
  17756. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17757. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17758. /**
  17759. * @author oosmoxiecode
  17760. * @author mrdoob / http://mrdoob.com/
  17761. * @author Mugen87 / https://github.com/Mugen87
  17762. */
  17763. // TorusGeometry
  17764. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17765. Geometry.call( this );
  17766. this.type = 'TorusGeometry';
  17767. this.parameters = {
  17768. radius: radius,
  17769. tube: tube,
  17770. radialSegments: radialSegments,
  17771. tubularSegments: tubularSegments,
  17772. arc: arc
  17773. };
  17774. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17775. this.mergeVertices();
  17776. }
  17777. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17778. TorusGeometry.prototype.constructor = TorusGeometry;
  17779. // TorusBufferGeometry
  17780. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17781. BufferGeometry.call( this );
  17782. this.type = 'TorusBufferGeometry';
  17783. this.parameters = {
  17784. radius: radius,
  17785. tube: tube,
  17786. radialSegments: radialSegments,
  17787. tubularSegments: tubularSegments,
  17788. arc: arc
  17789. };
  17790. radius = radius || 1;
  17791. tube = tube || 0.4;
  17792. radialSegments = Math.floor( radialSegments ) || 8;
  17793. tubularSegments = Math.floor( tubularSegments ) || 6;
  17794. arc = arc || Math.PI * 2;
  17795. // buffers
  17796. var indices = [];
  17797. var vertices = [];
  17798. var normals = [];
  17799. var uvs = [];
  17800. // helper variables
  17801. var center = new Vector3();
  17802. var vertex = new Vector3();
  17803. var normal = new Vector3();
  17804. // generate vertices, normals and uvs
  17805. for ( var j = 0; j <= radialSegments; j ++ ) {
  17806. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17807. var u = i / tubularSegments * arc;
  17808. var v = j / radialSegments * Math.PI * 2;
  17809. // vertex
  17810. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17811. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17812. vertex.z = tube * Math.sin( v );
  17813. vertices.push( vertex.x, vertex.y, vertex.z );
  17814. // normal
  17815. center.x = radius * Math.cos( u );
  17816. center.y = radius * Math.sin( u );
  17817. normal.subVectors( vertex, center ).normalize();
  17818. normals.push( normal.x, normal.y, normal.z );
  17819. // uv
  17820. uvs.push( i / tubularSegments );
  17821. uvs.push( j / radialSegments );
  17822. }
  17823. }
  17824. // generate indices
  17825. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  17826. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  17827. // indices
  17828. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  17829. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  17830. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17831. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  17832. // faces
  17833. indices.push( a, b, d );
  17834. indices.push( b, c, d );
  17835. }
  17836. }
  17837. // build geometry
  17838. this.setIndex( indices );
  17839. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17840. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17841. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17842. }
  17843. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17844. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17845. /**
  17846. * @author Mugen87 / https://github.com/Mugen87
  17847. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17848. */
  17849. var Earcut = {
  17850. triangulate: function ( data, holeIndices, dim ) {
  17851. dim = dim || 2;
  17852. var hasHoles = holeIndices && holeIndices.length,
  17853. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17854. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17855. triangles = [];
  17856. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17857. var minX, minY, maxX, maxY, x, y, invSize;
  17858. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17859. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17860. if ( data.length > 80 * dim ) {
  17861. minX = maxX = data[ 0 ];
  17862. minY = maxY = data[ 1 ];
  17863. for ( var i = dim; i < outerLen; i += dim ) {
  17864. x = data[ i ];
  17865. y = data[ i + 1 ];
  17866. if ( x < minX ) { minX = x; }
  17867. if ( y < minY ) { minY = y; }
  17868. if ( x > maxX ) { maxX = x; }
  17869. if ( y > maxY ) { maxY = y; }
  17870. }
  17871. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17872. invSize = Math.max( maxX - minX, maxY - minY );
  17873. invSize = invSize !== 0 ? 1 / invSize : 0;
  17874. }
  17875. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17876. return triangles;
  17877. }
  17878. };
  17879. // create a circular doubly linked list from polygon points in the specified winding order
  17880. function linkedList( data, start, end, dim, clockwise ) {
  17881. var i, last;
  17882. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17883. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17884. } else {
  17885. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17886. }
  17887. if ( last && equals( last, last.next ) ) {
  17888. removeNode( last );
  17889. last = last.next;
  17890. }
  17891. return last;
  17892. }
  17893. // eliminate colinear or duplicate points
  17894. function filterPoints( start, end ) {
  17895. if ( ! start ) { return start; }
  17896. if ( ! end ) { end = start; }
  17897. var p = start,
  17898. again;
  17899. do {
  17900. again = false;
  17901. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17902. removeNode( p );
  17903. p = end = p.prev;
  17904. if ( p === p.next ) { break; }
  17905. again = true;
  17906. } else {
  17907. p = p.next;
  17908. }
  17909. } while ( again || p !== end );
  17910. return end;
  17911. }
  17912. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17913. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17914. if ( ! ear ) { return; }
  17915. // interlink polygon nodes in z-order
  17916. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17917. var stop = ear,
  17918. prev, next;
  17919. // iterate through ears, slicing them one by one
  17920. while ( ear.prev !== ear.next ) {
  17921. prev = ear.prev;
  17922. next = ear.next;
  17923. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17924. // cut off the triangle
  17925. triangles.push( prev.i / dim );
  17926. triangles.push( ear.i / dim );
  17927. triangles.push( next.i / dim );
  17928. removeNode( ear );
  17929. // skipping the next vertex leads to less sliver triangles
  17930. ear = next.next;
  17931. stop = next.next;
  17932. continue;
  17933. }
  17934. ear = next;
  17935. // if we looped through the whole remaining polygon and can't find any more ears
  17936. if ( ear === stop ) {
  17937. // try filtering points and slicing again
  17938. if ( ! pass ) {
  17939. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17940. // if this didn't work, try curing all small self-intersections locally
  17941. } else if ( pass === 1 ) {
  17942. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17943. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17944. // as a last resort, try splitting the remaining polygon into two
  17945. } else if ( pass === 2 ) {
  17946. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17947. }
  17948. break;
  17949. }
  17950. }
  17951. }
  17952. // check whether a polygon node forms a valid ear with adjacent nodes
  17953. function isEar( ear ) {
  17954. var a = ear.prev,
  17955. b = ear,
  17956. c = ear.next;
  17957. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17958. // now make sure we don't have other points inside the potential ear
  17959. var p = ear.next.next;
  17960. while ( p !== ear.prev ) {
  17961. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17962. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17963. p = p.next;
  17964. }
  17965. return true;
  17966. }
  17967. function isEarHashed( ear, minX, minY, invSize ) {
  17968. var a = ear.prev,
  17969. b = ear,
  17970. c = ear.next;
  17971. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17972. // triangle bbox; min & max are calculated like this for speed
  17973. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17974. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17975. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17976. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17977. // z-order range for the current triangle bbox;
  17978. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17979. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17980. var p = ear.prevZ,
  17981. n = ear.nextZ;
  17982. // look for points inside the triangle in both directions
  17983. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17984. if ( p !== ear.prev && p !== ear.next &&
  17985. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17986. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17987. p = p.prevZ;
  17988. if ( n !== ear.prev && n !== ear.next &&
  17989. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17990. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17991. n = n.nextZ;
  17992. }
  17993. // look for remaining points in decreasing z-order
  17994. while ( p && p.z >= minZ ) {
  17995. if ( p !== ear.prev && p !== ear.next &&
  17996. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17997. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17998. p = p.prevZ;
  17999. }
  18000. // look for remaining points in increasing z-order
  18001. while ( n && n.z <= maxZ ) {
  18002. if ( n !== ear.prev && n !== ear.next &&
  18003. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18004. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18005. n = n.nextZ;
  18006. }
  18007. return true;
  18008. }
  18009. // go through all polygon nodes and cure small local self-intersections
  18010. function cureLocalIntersections( start, triangles, dim ) {
  18011. var p = start;
  18012. do {
  18013. var a = p.prev,
  18014. b = p.next.next;
  18015. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18016. triangles.push( a.i / dim );
  18017. triangles.push( p.i / dim );
  18018. triangles.push( b.i / dim );
  18019. // remove two nodes involved
  18020. removeNode( p );
  18021. removeNode( p.next );
  18022. p = start = b;
  18023. }
  18024. p = p.next;
  18025. } while ( p !== start );
  18026. return filterPoints( p );
  18027. }
  18028. // try splitting polygon into two and triangulate them independently
  18029. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18030. // look for a valid diagonal that divides the polygon into two
  18031. var a = start;
  18032. do {
  18033. var b = a.next.next;
  18034. while ( b !== a.prev ) {
  18035. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18036. // split the polygon in two by the diagonal
  18037. var c = splitPolygon( a, b );
  18038. // filter colinear points around the cuts
  18039. a = filterPoints( a, a.next );
  18040. c = filterPoints( c, c.next );
  18041. // run earcut on each half
  18042. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18043. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18044. return;
  18045. }
  18046. b = b.next;
  18047. }
  18048. a = a.next;
  18049. } while ( a !== start );
  18050. }
  18051. // link every hole into the outer loop, producing a single-ring polygon without holes
  18052. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18053. var queue = [],
  18054. i, len, start, end, list;
  18055. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18056. start = holeIndices[ i ] * dim;
  18057. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18058. list = linkedList( data, start, end, dim, false );
  18059. if ( list === list.next ) { list.steiner = true; }
  18060. queue.push( getLeftmost( list ) );
  18061. }
  18062. queue.sort( compareX );
  18063. // process holes from left to right
  18064. for ( i = 0; i < queue.length; i ++ ) {
  18065. eliminateHole( queue[ i ], outerNode );
  18066. outerNode = filterPoints( outerNode, outerNode.next );
  18067. }
  18068. return outerNode;
  18069. }
  18070. function compareX( a, b ) {
  18071. return a.x - b.x;
  18072. }
  18073. // find a bridge between vertices that connects hole with an outer ring and and link it
  18074. function eliminateHole( hole, outerNode ) {
  18075. outerNode = findHoleBridge( hole, outerNode );
  18076. if ( outerNode ) {
  18077. var b = splitPolygon( outerNode, hole );
  18078. // filter collinear points around the cuts
  18079. filterPoints( outerNode, outerNode.next );
  18080. filterPoints( b, b.next );
  18081. }
  18082. }
  18083. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18084. function findHoleBridge( hole, outerNode ) {
  18085. var p = outerNode,
  18086. hx = hole.x,
  18087. hy = hole.y,
  18088. qx = - Infinity,
  18089. m;
  18090. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18091. // segment's endpoint with lesser x will be potential connection point
  18092. do {
  18093. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18094. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18095. if ( x <= hx && x > qx ) {
  18096. qx = x;
  18097. if ( x === hx ) {
  18098. if ( hy === p.y ) { return p; }
  18099. if ( hy === p.next.y ) { return p.next; }
  18100. }
  18101. m = p.x < p.next.x ? p : p.next;
  18102. }
  18103. }
  18104. p = p.next;
  18105. } while ( p !== outerNode );
  18106. if ( ! m ) { return null; }
  18107. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18108. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18109. // if there are no points found, we have a valid connection;
  18110. // otherwise choose the point of the minimum angle with the ray as connection point
  18111. var stop = m,
  18112. mx = m.x,
  18113. my = m.y,
  18114. tanMin = Infinity,
  18115. tan;
  18116. p = m;
  18117. do {
  18118. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18119. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18120. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18121. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18122. m = p;
  18123. tanMin = tan;
  18124. }
  18125. }
  18126. p = p.next;
  18127. } while ( p !== stop );
  18128. return m;
  18129. }
  18130. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18131. function sectorContainsSector( m, p ) {
  18132. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18133. }
  18134. // interlink polygon nodes in z-order
  18135. function indexCurve( start, minX, minY, invSize ) {
  18136. var p = start;
  18137. do {
  18138. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18139. p.prevZ = p.prev;
  18140. p.nextZ = p.next;
  18141. p = p.next;
  18142. } while ( p !== start );
  18143. p.prevZ.nextZ = null;
  18144. p.prevZ = null;
  18145. sortLinked( p );
  18146. }
  18147. // Simon Tatham's linked list merge sort algorithm
  18148. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18149. function sortLinked( list ) {
  18150. var i, p, q, e, tail, numMerges, pSize, qSize,
  18151. inSize = 1;
  18152. do {
  18153. p = list;
  18154. list = null;
  18155. tail = null;
  18156. numMerges = 0;
  18157. while ( p ) {
  18158. numMerges ++;
  18159. q = p;
  18160. pSize = 0;
  18161. for ( i = 0; i < inSize; i ++ ) {
  18162. pSize ++;
  18163. q = q.nextZ;
  18164. if ( ! q ) { break; }
  18165. }
  18166. qSize = inSize;
  18167. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18168. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18169. e = p;
  18170. p = p.nextZ;
  18171. pSize --;
  18172. } else {
  18173. e = q;
  18174. q = q.nextZ;
  18175. qSize --;
  18176. }
  18177. if ( tail ) { tail.nextZ = e; }
  18178. else { list = e; }
  18179. e.prevZ = tail;
  18180. tail = e;
  18181. }
  18182. p = q;
  18183. }
  18184. tail.nextZ = null;
  18185. inSize *= 2;
  18186. } while ( numMerges > 1 );
  18187. return list;
  18188. }
  18189. // z-order of a point given coords and inverse of the longer side of data bbox
  18190. function zOrder( x, y, minX, minY, invSize ) {
  18191. // coords are transformed into non-negative 15-bit integer range
  18192. x = 32767 * ( x - minX ) * invSize;
  18193. y = 32767 * ( y - minY ) * invSize;
  18194. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18195. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18196. x = ( x | ( x << 2 ) ) & 0x33333333;
  18197. x = ( x | ( x << 1 ) ) & 0x55555555;
  18198. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18199. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18200. y = ( y | ( y << 2 ) ) & 0x33333333;
  18201. y = ( y | ( y << 1 ) ) & 0x55555555;
  18202. return x | ( y << 1 );
  18203. }
  18204. // find the leftmost node of a polygon ring
  18205. function getLeftmost( start ) {
  18206. var p = start,
  18207. leftmost = start;
  18208. do {
  18209. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18210. p = p.next;
  18211. } while ( p !== start );
  18212. return leftmost;
  18213. }
  18214. // check if a point lies within a convex triangle
  18215. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18216. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18217. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18218. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18219. }
  18220. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18221. function isValidDiagonal( a, b ) {
  18222. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18223. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18224. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18225. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18226. }
  18227. // signed area of a triangle
  18228. function area( p, q, r ) {
  18229. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18230. }
  18231. // check if two points are equal
  18232. function equals( p1, p2 ) {
  18233. return p1.x === p2.x && p1.y === p2.y;
  18234. }
  18235. // check if two segments intersect
  18236. function intersects( p1, q1, p2, q2 ) {
  18237. var o1 = sign( area( p1, q1, p2 ) );
  18238. var o2 = sign( area( p1, q1, q2 ) );
  18239. var o3 = sign( area( p2, q2, p1 ) );
  18240. var o4 = sign( area( p2, q2, q1 ) );
  18241. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18242. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18243. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18244. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18245. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18246. return false;
  18247. }
  18248. // for collinear points p, q, r, check if point q lies on segment pr
  18249. function onSegment( p, q, r ) {
  18250. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  18251. }
  18252. function sign( num ) {
  18253. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18254. }
  18255. // check if a polygon diagonal intersects any polygon segments
  18256. function intersectsPolygon( a, b ) {
  18257. var p = a;
  18258. do {
  18259. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18260. intersects( p, p.next, a, b ) ) { return true; }
  18261. p = p.next;
  18262. } while ( p !== a );
  18263. return false;
  18264. }
  18265. // check if a polygon diagonal is locally inside the polygon
  18266. function locallyInside( a, b ) {
  18267. return area( a.prev, a, a.next ) < 0 ?
  18268. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18269. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18270. }
  18271. // check if the middle point of a polygon diagonal is inside the polygon
  18272. function middleInside( a, b ) {
  18273. var p = a,
  18274. inside = false,
  18275. px = ( a.x + b.x ) / 2,
  18276. py = ( a.y + b.y ) / 2;
  18277. do {
  18278. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18279. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18280. { inside = ! inside; }
  18281. p = p.next;
  18282. } while ( p !== a );
  18283. return inside;
  18284. }
  18285. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18286. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18287. function splitPolygon( a, b ) {
  18288. var a2 = new Node( a.i, a.x, a.y ),
  18289. b2 = new Node( b.i, b.x, b.y ),
  18290. an = a.next,
  18291. bp = b.prev;
  18292. a.next = b;
  18293. b.prev = a;
  18294. a2.next = an;
  18295. an.prev = a2;
  18296. b2.next = a2;
  18297. a2.prev = b2;
  18298. bp.next = b2;
  18299. b2.prev = bp;
  18300. return b2;
  18301. }
  18302. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18303. function insertNode( i, x, y, last ) {
  18304. var p = new Node( i, x, y );
  18305. if ( ! last ) {
  18306. p.prev = p;
  18307. p.next = p;
  18308. } else {
  18309. p.next = last.next;
  18310. p.prev = last;
  18311. last.next.prev = p;
  18312. last.next = p;
  18313. }
  18314. return p;
  18315. }
  18316. function removeNode( p ) {
  18317. p.next.prev = p.prev;
  18318. p.prev.next = p.next;
  18319. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18320. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18321. }
  18322. function Node( i, x, y ) {
  18323. // vertex index in coordinates array
  18324. this.i = i;
  18325. // vertex coordinates
  18326. this.x = x;
  18327. this.y = y;
  18328. // previous and next vertex nodes in a polygon ring
  18329. this.prev = null;
  18330. this.next = null;
  18331. // z-order curve value
  18332. this.z = null;
  18333. // previous and next nodes in z-order
  18334. this.prevZ = null;
  18335. this.nextZ = null;
  18336. // indicates whether this is a steiner point
  18337. this.steiner = false;
  18338. }
  18339. function signedArea( data, start, end, dim ) {
  18340. var sum = 0;
  18341. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18342. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18343. j = i;
  18344. }
  18345. return sum;
  18346. }
  18347. /**
  18348. * @author zz85 / http://www.lab4games.net/zz85/blog
  18349. */
  18350. var ShapeUtils = {
  18351. // calculate area of the contour polygon
  18352. area: function ( contour ) {
  18353. var n = contour.length;
  18354. var a = 0.0;
  18355. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18356. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18357. }
  18358. return a * 0.5;
  18359. },
  18360. isClockWise: function ( pts ) {
  18361. return ShapeUtils.area( pts ) < 0;
  18362. },
  18363. triangulateShape: function ( contour, holes ) {
  18364. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18365. var holeIndices = []; // array of hole indices
  18366. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18367. removeDupEndPts( contour );
  18368. addContour( vertices, contour );
  18369. //
  18370. var holeIndex = contour.length;
  18371. holes.forEach( removeDupEndPts );
  18372. for ( var i = 0; i < holes.length; i ++ ) {
  18373. holeIndices.push( holeIndex );
  18374. holeIndex += holes[ i ].length;
  18375. addContour( vertices, holes[ i ] );
  18376. }
  18377. //
  18378. var triangles = Earcut.triangulate( vertices, holeIndices );
  18379. //
  18380. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18381. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18382. }
  18383. return faces;
  18384. }
  18385. };
  18386. function removeDupEndPts( points ) {
  18387. var l = points.length;
  18388. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18389. points.pop();
  18390. }
  18391. }
  18392. function addContour( vertices, contour ) {
  18393. for ( var i = 0; i < contour.length; i ++ ) {
  18394. vertices.push( contour[ i ].x );
  18395. vertices.push( contour[ i ].y );
  18396. }
  18397. }
  18398. /**
  18399. * @author zz85 / http://www.lab4games.net/zz85/blog
  18400. *
  18401. * Creates extruded geometry from a path shape.
  18402. *
  18403. * parameters = {
  18404. *
  18405. * curveSegments: <int>, // number of points on the curves
  18406. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18407. * depth: <float>, // Depth to extrude the shape
  18408. *
  18409. * bevelEnabled: <bool>, // turn on bevel
  18410. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18411. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18412. * bevelOffset: <float>, // how far from shape outline does bevel start
  18413. * bevelSegments: <int>, // number of bevel layers
  18414. *
  18415. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18416. *
  18417. * UVGenerator: <Object> // object that provides UV generator functions
  18418. *
  18419. * }
  18420. */
  18421. // ExtrudeGeometry
  18422. function ExtrudeGeometry( shapes, options ) {
  18423. Geometry.call( this );
  18424. this.type = 'ExtrudeGeometry';
  18425. this.parameters = {
  18426. shapes: shapes,
  18427. options: options
  18428. };
  18429. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18430. this.mergeVertices();
  18431. }
  18432. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18433. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18434. ExtrudeGeometry.prototype.toJSON = function () {
  18435. var data = Geometry.prototype.toJSON.call( this );
  18436. var shapes = this.parameters.shapes;
  18437. var options = this.parameters.options;
  18438. return toJSON( shapes, options, data );
  18439. };
  18440. // ExtrudeBufferGeometry
  18441. function ExtrudeBufferGeometry( shapes, options ) {
  18442. BufferGeometry.call( this );
  18443. this.type = 'ExtrudeBufferGeometry';
  18444. this.parameters = {
  18445. shapes: shapes,
  18446. options: options
  18447. };
  18448. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18449. var scope = this;
  18450. var verticesArray = [];
  18451. var uvArray = [];
  18452. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18453. var shape = shapes[ i ];
  18454. addShape( shape );
  18455. }
  18456. // build geometry
  18457. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18458. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18459. this.computeVertexNormals();
  18460. // functions
  18461. function addShape( shape ) {
  18462. var placeholder = [];
  18463. // options
  18464. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18465. var steps = options.steps !== undefined ? options.steps : 1;
  18466. var depth = options.depth !== undefined ? options.depth : 100;
  18467. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18468. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18469. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18470. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18471. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18472. var extrudePath = options.extrudePath;
  18473. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18474. // deprecated options
  18475. if ( options.amount !== undefined ) {
  18476. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18477. depth = options.amount;
  18478. }
  18479. //
  18480. var extrudePts, extrudeByPath = false;
  18481. var splineTube, binormal, normal, position2;
  18482. if ( extrudePath ) {
  18483. extrudePts = extrudePath.getSpacedPoints( steps );
  18484. extrudeByPath = true;
  18485. bevelEnabled = false; // bevels not supported for path extrusion
  18486. // SETUP TNB variables
  18487. // TODO1 - have a .isClosed in spline?
  18488. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18489. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18490. binormal = new Vector3();
  18491. normal = new Vector3();
  18492. position2 = new Vector3();
  18493. }
  18494. // Safeguards if bevels are not enabled
  18495. if ( ! bevelEnabled ) {
  18496. bevelSegments = 0;
  18497. bevelThickness = 0;
  18498. bevelSize = 0;
  18499. bevelOffset = 0;
  18500. }
  18501. // Variables initialization
  18502. var shapePoints = shape.extractPoints( curveSegments );
  18503. var vertices = shapePoints.shape;
  18504. var holes = shapePoints.holes;
  18505. var reverse = ! ShapeUtils.isClockWise( vertices );
  18506. if ( reverse ) {
  18507. vertices = vertices.reverse();
  18508. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18509. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18510. var ahole = holes[ h ];
  18511. if ( ShapeUtils.isClockWise( ahole ) ) {
  18512. holes[ h ] = ahole.reverse();
  18513. }
  18514. }
  18515. }
  18516. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18517. /* Vertices */
  18518. var contour = vertices; // vertices has all points but contour has only points of circumference
  18519. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18520. var ahole$1 = holes[ h$1 ];
  18521. vertices = vertices.concat( ahole$1 );
  18522. }
  18523. function scalePt2( pt, vec, size ) {
  18524. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18525. return vec.clone().multiplyScalar( size ).add( pt );
  18526. }
  18527. var vlen = vertices.length, flen = faces.length;
  18528. // Find directions for point movement
  18529. function getBevelVec( inPt, inPrev, inNext ) {
  18530. // computes for inPt the corresponding point inPt' on a new contour
  18531. // shifted by 1 unit (length of normalized vector) to the left
  18532. // if we walk along contour clockwise, this new contour is outside the old one
  18533. //
  18534. // inPt' is the intersection of the two lines parallel to the two
  18535. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18536. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18537. // good reading for geometry algorithms (here: line-line intersection)
  18538. // http://geomalgorithms.com/a05-_intersect-1.html
  18539. var v_prev_x = inPt.x - inPrev.x,
  18540. v_prev_y = inPt.y - inPrev.y;
  18541. var v_next_x = inNext.x - inPt.x,
  18542. v_next_y = inNext.y - inPt.y;
  18543. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18544. // check for collinear edges
  18545. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18546. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18547. // not collinear
  18548. // length of vectors for normalizing
  18549. var v_prev_len = Math.sqrt( v_prev_lensq );
  18550. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18551. // shift adjacent points by unit vectors to the left
  18552. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18553. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18554. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18555. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18556. // scaling factor for v_prev to intersection point
  18557. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18558. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18559. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18560. // vector from inPt to intersection point
  18561. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18562. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18563. // Don't normalize!, otherwise sharp corners become ugly
  18564. // but prevent crazy spikes
  18565. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18566. if ( v_trans_lensq <= 2 ) {
  18567. return new Vector2( v_trans_x, v_trans_y );
  18568. } else {
  18569. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18570. }
  18571. } else {
  18572. // handle special case of collinear edges
  18573. var direction_eq = false; // assumes: opposite
  18574. if ( v_prev_x > Number.EPSILON ) {
  18575. if ( v_next_x > Number.EPSILON ) {
  18576. direction_eq = true;
  18577. }
  18578. } else {
  18579. if ( v_prev_x < - Number.EPSILON ) {
  18580. if ( v_next_x < - Number.EPSILON ) {
  18581. direction_eq = true;
  18582. }
  18583. } else {
  18584. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18585. direction_eq = true;
  18586. }
  18587. }
  18588. }
  18589. if ( direction_eq ) {
  18590. // console.log("Warning: lines are a straight sequence");
  18591. v_trans_x = - v_prev_y;
  18592. v_trans_y = v_prev_x;
  18593. shrink_by = Math.sqrt( v_prev_lensq );
  18594. } else {
  18595. // console.log("Warning: lines are a straight spike");
  18596. v_trans_x = v_prev_x;
  18597. v_trans_y = v_prev_y;
  18598. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18599. }
  18600. }
  18601. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18602. }
  18603. var contourMovements = [];
  18604. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18605. if ( j === il ) { j = 0; }
  18606. if ( k === il ) { k = 0; }
  18607. // (j)---(i)---(k)
  18608. // console.log('i,j,k', i, j , k)
  18609. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18610. }
  18611. var holesMovements = [];
  18612. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18613. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18614. var ahole$2 = holes[ h$2 ];
  18615. oneHoleMovements = [];
  18616. for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
  18617. if ( j$1 === il$1 ) { j$1 = 0; }
  18618. if ( k$1 === il$1 ) { k$1 = 0; }
  18619. // (j)---(i)---(k)
  18620. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18621. }
  18622. holesMovements.push( oneHoleMovements );
  18623. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18624. }
  18625. // Loop bevelSegments, 1 for the front, 1 for the back
  18626. for ( var b = 0; b < bevelSegments; b ++ ) {
  18627. //for ( b = bevelSegments; b > 0; b -- ) {
  18628. var t = b / bevelSegments;
  18629. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18630. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18631. // contract shape
  18632. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18633. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18634. v( vert.x, vert.y, - z );
  18635. }
  18636. // expand holes
  18637. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18638. var ahole$3 = holes[ h$3 ];
  18639. oneHoleMovements = holesMovements[ h$3 ];
  18640. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18641. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18642. v( vert$1.x, vert$1.y, - z );
  18643. }
  18644. }
  18645. }
  18646. var bs = bevelSize + bevelOffset;
  18647. // Back facing vertices
  18648. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18649. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18650. if ( ! extrudeByPath ) {
  18651. v( vert$2.x, vert$2.y, 0 );
  18652. } else {
  18653. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18654. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18655. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18656. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18657. v( position2.x, position2.y, position2.z );
  18658. }
  18659. }
  18660. // Add stepped vertices...
  18661. // Including front facing vertices
  18662. for ( var s = 1; s <= steps; s ++ ) {
  18663. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18664. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18665. if ( ! extrudeByPath ) {
  18666. v( vert$3.x, vert$3.y, depth / steps * s );
  18667. } else {
  18668. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18669. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18670. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18671. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18672. v( position2.x, position2.y, position2.z );
  18673. }
  18674. }
  18675. }
  18676. // Add bevel segments planes
  18677. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18678. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18679. var t$1 = b$1 / bevelSegments;
  18680. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18681. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18682. // contract shape
  18683. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18684. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18685. v( vert$4.x, vert$4.y, depth + z$1 );
  18686. }
  18687. // expand holes
  18688. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18689. var ahole$4 = holes[ h$4 ];
  18690. oneHoleMovements = holesMovements[ h$4 ];
  18691. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18692. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18693. if ( ! extrudeByPath ) {
  18694. v( vert$5.x, vert$5.y, depth + z$1 );
  18695. } else {
  18696. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18697. }
  18698. }
  18699. }
  18700. }
  18701. /* Faces */
  18702. // Top and bottom faces
  18703. buildLidFaces();
  18704. // Sides faces
  18705. buildSideFaces();
  18706. ///// Internal functions
  18707. function buildLidFaces() {
  18708. var start = verticesArray.length / 3;
  18709. if ( bevelEnabled ) {
  18710. var layer = 0; // steps + 1
  18711. var offset = vlen * layer;
  18712. // Bottom faces
  18713. for ( var i = 0; i < flen; i ++ ) {
  18714. var face = faces[ i ];
  18715. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18716. }
  18717. layer = steps + bevelSegments * 2;
  18718. offset = vlen * layer;
  18719. // Top faces
  18720. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18721. var face$1 = faces[ i$1 ];
  18722. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18723. }
  18724. } else {
  18725. // Bottom faces
  18726. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18727. var face$2 = faces[ i$2 ];
  18728. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18729. }
  18730. // Top faces
  18731. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18732. var face$3 = faces[ i$3 ];
  18733. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18734. }
  18735. }
  18736. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18737. }
  18738. // Create faces for the z-sides of the shape
  18739. function buildSideFaces() {
  18740. var start = verticesArray.length / 3;
  18741. var layeroffset = 0;
  18742. sidewalls( contour, layeroffset );
  18743. layeroffset += contour.length;
  18744. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18745. var ahole = holes[ h ];
  18746. sidewalls( ahole, layeroffset );
  18747. //, true
  18748. layeroffset += ahole.length;
  18749. }
  18750. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18751. }
  18752. function sidewalls( contour, layeroffset ) {
  18753. var i = contour.length;
  18754. while ( -- i >= 0 ) {
  18755. var j = i;
  18756. var k = i - 1;
  18757. if ( k < 0 ) { k = contour.length - 1; }
  18758. //console.log('b', i,j, i-1, k,vertices.length);
  18759. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18760. var slen1 = vlen * s;
  18761. var slen2 = vlen * ( s + 1 );
  18762. var a = layeroffset + j + slen1,
  18763. b = layeroffset + k + slen1,
  18764. c = layeroffset + k + slen2,
  18765. d = layeroffset + j + slen2;
  18766. f4( a, b, c, d );
  18767. }
  18768. }
  18769. }
  18770. function v( x, y, z ) {
  18771. placeholder.push( x );
  18772. placeholder.push( y );
  18773. placeholder.push( z );
  18774. }
  18775. function f3( a, b, c ) {
  18776. addVertex( a );
  18777. addVertex( b );
  18778. addVertex( c );
  18779. var nextIndex = verticesArray.length / 3;
  18780. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18781. addUV( uvs[ 0 ] );
  18782. addUV( uvs[ 1 ] );
  18783. addUV( uvs[ 2 ] );
  18784. }
  18785. function f4( a, b, c, d ) {
  18786. addVertex( a );
  18787. addVertex( b );
  18788. addVertex( d );
  18789. addVertex( b );
  18790. addVertex( c );
  18791. addVertex( d );
  18792. var nextIndex = verticesArray.length / 3;
  18793. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18794. addUV( uvs[ 0 ] );
  18795. addUV( uvs[ 1 ] );
  18796. addUV( uvs[ 3 ] );
  18797. addUV( uvs[ 1 ] );
  18798. addUV( uvs[ 2 ] );
  18799. addUV( uvs[ 3 ] );
  18800. }
  18801. function addVertex( index ) {
  18802. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18803. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18804. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18805. }
  18806. function addUV( vector2 ) {
  18807. uvArray.push( vector2.x );
  18808. uvArray.push( vector2.y );
  18809. }
  18810. }
  18811. }
  18812. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18813. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18814. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18815. var data = BufferGeometry.prototype.toJSON.call( this );
  18816. var shapes = this.parameters.shapes;
  18817. var options = this.parameters.options;
  18818. return toJSON( shapes, options, data );
  18819. };
  18820. //
  18821. var WorldUVGenerator = {
  18822. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18823. var a_x = vertices[ indexA * 3 ];
  18824. var a_y = vertices[ indexA * 3 + 1 ];
  18825. var b_x = vertices[ indexB * 3 ];
  18826. var b_y = vertices[ indexB * 3 + 1 ];
  18827. var c_x = vertices[ indexC * 3 ];
  18828. var c_y = vertices[ indexC * 3 + 1 ];
  18829. return [
  18830. new Vector2( a_x, a_y ),
  18831. new Vector2( b_x, b_y ),
  18832. new Vector2( c_x, c_y )
  18833. ];
  18834. },
  18835. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18836. var a_x = vertices[ indexA * 3 ];
  18837. var a_y = vertices[ indexA * 3 + 1 ];
  18838. var a_z = vertices[ indexA * 3 + 2 ];
  18839. var b_x = vertices[ indexB * 3 ];
  18840. var b_y = vertices[ indexB * 3 + 1 ];
  18841. var b_z = vertices[ indexB * 3 + 2 ];
  18842. var c_x = vertices[ indexC * 3 ];
  18843. var c_y = vertices[ indexC * 3 + 1 ];
  18844. var c_z = vertices[ indexC * 3 + 2 ];
  18845. var d_x = vertices[ indexD * 3 ];
  18846. var d_y = vertices[ indexD * 3 + 1 ];
  18847. var d_z = vertices[ indexD * 3 + 2 ];
  18848. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18849. return [
  18850. new Vector2( a_x, 1 - a_z ),
  18851. new Vector2( b_x, 1 - b_z ),
  18852. new Vector2( c_x, 1 - c_z ),
  18853. new Vector2( d_x, 1 - d_z )
  18854. ];
  18855. } else {
  18856. return [
  18857. new Vector2( a_y, 1 - a_z ),
  18858. new Vector2( b_y, 1 - b_z ),
  18859. new Vector2( c_y, 1 - c_z ),
  18860. new Vector2( d_y, 1 - d_z )
  18861. ];
  18862. }
  18863. }
  18864. };
  18865. function toJSON( shapes, options, data ) {
  18866. //
  18867. data.shapes = [];
  18868. if ( Array.isArray( shapes ) ) {
  18869. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18870. var shape = shapes[ i ];
  18871. data.shapes.push( shape.uuid );
  18872. }
  18873. } else {
  18874. data.shapes.push( shapes.uuid );
  18875. }
  18876. //
  18877. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18878. return data;
  18879. }
  18880. /**
  18881. * @author zz85 / http://www.lab4games.net/zz85/blog
  18882. * @author alteredq / http://alteredqualia.com/
  18883. *
  18884. * Text = 3D Text
  18885. *
  18886. * parameters = {
  18887. * font: <THREE.Font>, // font
  18888. *
  18889. * size: <float>, // size of the text
  18890. * height: <float>, // thickness to extrude text
  18891. * curveSegments: <int>, // number of points on the curves
  18892. *
  18893. * bevelEnabled: <bool>, // turn on bevel
  18894. * bevelThickness: <float>, // how deep into text bevel goes
  18895. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18896. * bevelOffset: <float> // how far from text outline does bevel start
  18897. * }
  18898. */
  18899. // TextGeometry
  18900. function TextGeometry( text, parameters ) {
  18901. Geometry.call( this );
  18902. this.type = 'TextGeometry';
  18903. this.parameters = {
  18904. text: text,
  18905. parameters: parameters
  18906. };
  18907. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18908. this.mergeVertices();
  18909. }
  18910. TextGeometry.prototype = Object.create( Geometry.prototype );
  18911. TextGeometry.prototype.constructor = TextGeometry;
  18912. // TextBufferGeometry
  18913. function TextBufferGeometry( text, parameters ) {
  18914. parameters = parameters || {};
  18915. var font = parameters.font;
  18916. if ( ! ( font && font.isFont ) ) {
  18917. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18918. return new Geometry();
  18919. }
  18920. var shapes = font.generateShapes( text, parameters.size );
  18921. // translate parameters to ExtrudeGeometry API
  18922. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18923. // defaults
  18924. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18925. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18926. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18927. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18928. this.type = 'TextBufferGeometry';
  18929. }
  18930. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18931. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18932. /**
  18933. * @author mrdoob / http://mrdoob.com/
  18934. * @author benaadams / https://twitter.com/ben_a_adams
  18935. * @author Mugen87 / https://github.com/Mugen87
  18936. */
  18937. // SphereGeometry
  18938. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18939. Geometry.call( this );
  18940. this.type = 'SphereGeometry';
  18941. this.parameters = {
  18942. radius: radius,
  18943. widthSegments: widthSegments,
  18944. heightSegments: heightSegments,
  18945. phiStart: phiStart,
  18946. phiLength: phiLength,
  18947. thetaStart: thetaStart,
  18948. thetaLength: thetaLength
  18949. };
  18950. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18951. this.mergeVertices();
  18952. }
  18953. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18954. SphereGeometry.prototype.constructor = SphereGeometry;
  18955. // SphereBufferGeometry
  18956. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18957. BufferGeometry.call( this );
  18958. this.type = 'SphereBufferGeometry';
  18959. this.parameters = {
  18960. radius: radius,
  18961. widthSegments: widthSegments,
  18962. heightSegments: heightSegments,
  18963. phiStart: phiStart,
  18964. phiLength: phiLength,
  18965. thetaStart: thetaStart,
  18966. thetaLength: thetaLength
  18967. };
  18968. radius = radius || 1;
  18969. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18970. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18971. phiStart = phiStart !== undefined ? phiStart : 0;
  18972. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18973. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18974. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18975. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18976. var index = 0;
  18977. var grid = [];
  18978. var vertex = new Vector3();
  18979. var normal = new Vector3();
  18980. // buffers
  18981. var indices = [];
  18982. var vertices = [];
  18983. var normals = [];
  18984. var uvs = [];
  18985. // generate vertices, normals and uvs
  18986. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  18987. var verticesRow = [];
  18988. var v = iy / heightSegments;
  18989. // special case for the poles
  18990. var uOffset = 0;
  18991. if ( iy == 0 && thetaStart == 0 ) {
  18992. uOffset = 0.5 / widthSegments;
  18993. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18994. uOffset = - 0.5 / widthSegments;
  18995. }
  18996. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  18997. var u = ix / widthSegments;
  18998. // vertex
  18999. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19000. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19001. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19002. vertices.push( vertex.x, vertex.y, vertex.z );
  19003. // normal
  19004. normal.copy( vertex ).normalize();
  19005. normals.push( normal.x, normal.y, normal.z );
  19006. // uv
  19007. uvs.push( u + uOffset, 1 - v );
  19008. verticesRow.push( index ++ );
  19009. }
  19010. grid.push( verticesRow );
  19011. }
  19012. // indices
  19013. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19014. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19015. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19016. var b = grid[ iy$1 ][ ix$1 ];
  19017. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19018. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19019. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19020. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19021. }
  19022. }
  19023. // build geometry
  19024. this.setIndex( indices );
  19025. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19026. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19027. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19028. }
  19029. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19030. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19031. /**
  19032. * @author Kaleb Murphy
  19033. * @author Mugen87 / https://github.com/Mugen87
  19034. */
  19035. // RingGeometry
  19036. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19037. Geometry.call( this );
  19038. this.type = 'RingGeometry';
  19039. this.parameters = {
  19040. innerRadius: innerRadius,
  19041. outerRadius: outerRadius,
  19042. thetaSegments: thetaSegments,
  19043. phiSegments: phiSegments,
  19044. thetaStart: thetaStart,
  19045. thetaLength: thetaLength
  19046. };
  19047. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19048. this.mergeVertices();
  19049. }
  19050. RingGeometry.prototype = Object.create( Geometry.prototype );
  19051. RingGeometry.prototype.constructor = RingGeometry;
  19052. // RingBufferGeometry
  19053. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19054. BufferGeometry.call( this );
  19055. this.type = 'RingBufferGeometry';
  19056. this.parameters = {
  19057. innerRadius: innerRadius,
  19058. outerRadius: outerRadius,
  19059. thetaSegments: thetaSegments,
  19060. phiSegments: phiSegments,
  19061. thetaStart: thetaStart,
  19062. thetaLength: thetaLength
  19063. };
  19064. innerRadius = innerRadius || 0.5;
  19065. outerRadius = outerRadius || 1;
  19066. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19067. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19068. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19069. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19070. // buffers
  19071. var indices = [];
  19072. var vertices = [];
  19073. var normals = [];
  19074. var uvs = [];
  19075. // some helper variables
  19076. var radius = innerRadius;
  19077. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19078. var vertex = new Vector3();
  19079. var uv = new Vector2();
  19080. // generate vertices, normals and uvs
  19081. for ( var j = 0; j <= phiSegments; j ++ ) {
  19082. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19083. // values are generate from the inside of the ring to the outside
  19084. var segment = thetaStart + i / thetaSegments * thetaLength;
  19085. // vertex
  19086. vertex.x = radius * Math.cos( segment );
  19087. vertex.y = radius * Math.sin( segment );
  19088. vertices.push( vertex.x, vertex.y, vertex.z );
  19089. // normal
  19090. normals.push( 0, 0, 1 );
  19091. // uv
  19092. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19093. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19094. uvs.push( uv.x, uv.y );
  19095. }
  19096. // increase the radius for next row of vertices
  19097. radius += radiusStep;
  19098. }
  19099. // indices
  19100. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19101. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19102. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19103. var segment$1 = i$1 + thetaSegmentLevel;
  19104. var a = segment$1;
  19105. var b = segment$1 + thetaSegments + 1;
  19106. var c = segment$1 + thetaSegments + 2;
  19107. var d = segment$1 + 1;
  19108. // faces
  19109. indices.push( a, b, d );
  19110. indices.push( b, c, d );
  19111. }
  19112. }
  19113. // build geometry
  19114. this.setIndex( indices );
  19115. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19116. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19117. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19118. }
  19119. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19120. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19121. /**
  19122. * @author zz85 / https://github.com/zz85
  19123. * @author bhouston / http://clara.io
  19124. * @author Mugen87 / https://github.com/Mugen87
  19125. */
  19126. // LatheGeometry
  19127. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19128. Geometry.call( this );
  19129. this.type = 'LatheGeometry';
  19130. this.parameters = {
  19131. points: points,
  19132. segments: segments,
  19133. phiStart: phiStart,
  19134. phiLength: phiLength
  19135. };
  19136. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19137. this.mergeVertices();
  19138. }
  19139. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19140. LatheGeometry.prototype.constructor = LatheGeometry;
  19141. // LatheBufferGeometry
  19142. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19143. BufferGeometry.call( this );
  19144. this.type = 'LatheBufferGeometry';
  19145. this.parameters = {
  19146. points: points,
  19147. segments: segments,
  19148. phiStart: phiStart,
  19149. phiLength: phiLength
  19150. };
  19151. segments = Math.floor( segments ) || 12;
  19152. phiStart = phiStart || 0;
  19153. phiLength = phiLength || Math.PI * 2;
  19154. // clamp phiLength so it's in range of [ 0, 2PI ]
  19155. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19156. // buffers
  19157. var indices = [];
  19158. var vertices = [];
  19159. var uvs = [];
  19160. // helper variables
  19161. var inverseSegments = 1.0 / segments;
  19162. var vertex = new Vector3();
  19163. var uv = new Vector2();
  19164. // generate vertices and uvs
  19165. for ( var i = 0; i <= segments; i ++ ) {
  19166. var phi = phiStart + i * inverseSegments * phiLength;
  19167. var sin = Math.sin( phi );
  19168. var cos = Math.cos( phi );
  19169. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19170. // vertex
  19171. vertex.x = points[ j ].x * sin;
  19172. vertex.y = points[ j ].y;
  19173. vertex.z = points[ j ].x * cos;
  19174. vertices.push( vertex.x, vertex.y, vertex.z );
  19175. // uv
  19176. uv.x = i / segments;
  19177. uv.y = j / ( points.length - 1 );
  19178. uvs.push( uv.x, uv.y );
  19179. }
  19180. }
  19181. // indices
  19182. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19183. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19184. var base = j$1 + i$1 * points.length;
  19185. var a = base;
  19186. var b = base + points.length;
  19187. var c = base + points.length + 1;
  19188. var d = base + 1;
  19189. // faces
  19190. indices.push( a, b, d );
  19191. indices.push( b, c, d );
  19192. }
  19193. }
  19194. // build geometry
  19195. this.setIndex( indices );
  19196. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19197. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19198. // generate normals
  19199. this.computeVertexNormals();
  19200. // if the geometry is closed, we need to average the normals along the seam.
  19201. // because the corresponding vertices are identical (but still have different UVs).
  19202. if ( phiLength === Math.PI * 2 ) {
  19203. var normals = this.attributes.normal.array;
  19204. var n1 = new Vector3();
  19205. var n2 = new Vector3();
  19206. var n = new Vector3();
  19207. // this is the buffer offset for the last line of vertices
  19208. var base$1 = segments * points.length * 3;
  19209. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19210. // select the normal of the vertex in the first line
  19211. n1.x = normals[ j$2 + 0 ];
  19212. n1.y = normals[ j$2 + 1 ];
  19213. n1.z = normals[ j$2 + 2 ];
  19214. // select the normal of the vertex in the last line
  19215. n2.x = normals[ base$1 + j$2 + 0 ];
  19216. n2.y = normals[ base$1 + j$2 + 1 ];
  19217. n2.z = normals[ base$1 + j$2 + 2 ];
  19218. // average normals
  19219. n.addVectors( n1, n2 ).normalize();
  19220. // assign the new values to both normals
  19221. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19222. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19223. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19224. }
  19225. }
  19226. }
  19227. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19228. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19229. /**
  19230. * @author jonobr1 / http://jonobr1.com
  19231. * @author Mugen87 / https://github.com/Mugen87
  19232. */
  19233. // ShapeGeometry
  19234. function ShapeGeometry( shapes, curveSegments ) {
  19235. Geometry.call( this );
  19236. this.type = 'ShapeGeometry';
  19237. if ( typeof curveSegments === 'object' ) {
  19238. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19239. curveSegments = curveSegments.curveSegments;
  19240. }
  19241. this.parameters = {
  19242. shapes: shapes,
  19243. curveSegments: curveSegments
  19244. };
  19245. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19246. this.mergeVertices();
  19247. }
  19248. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19249. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19250. ShapeGeometry.prototype.toJSON = function () {
  19251. var data = Geometry.prototype.toJSON.call( this );
  19252. var shapes = this.parameters.shapes;
  19253. return toJSON$1( shapes, data );
  19254. };
  19255. // ShapeBufferGeometry
  19256. function ShapeBufferGeometry( shapes, curveSegments ) {
  19257. BufferGeometry.call( this );
  19258. this.type = 'ShapeBufferGeometry';
  19259. this.parameters = {
  19260. shapes: shapes,
  19261. curveSegments: curveSegments
  19262. };
  19263. curveSegments = curveSegments || 12;
  19264. // buffers
  19265. var indices = [];
  19266. var vertices = [];
  19267. var normals = [];
  19268. var uvs = [];
  19269. // helper variables
  19270. var groupStart = 0;
  19271. var groupCount = 0;
  19272. // allow single and array values for "shapes" parameter
  19273. if ( Array.isArray( shapes ) === false ) {
  19274. addShape( shapes );
  19275. } else {
  19276. for ( var i = 0; i < shapes.length; i ++ ) {
  19277. addShape( shapes[ i ] );
  19278. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19279. groupStart += groupCount;
  19280. groupCount = 0;
  19281. }
  19282. }
  19283. // build geometry
  19284. this.setIndex( indices );
  19285. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19286. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19287. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19288. // helper functions
  19289. function addShape( shape ) {
  19290. var indexOffset = vertices.length / 3;
  19291. var points = shape.extractPoints( curveSegments );
  19292. var shapeVertices = points.shape;
  19293. var shapeHoles = points.holes;
  19294. // check direction of vertices
  19295. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19296. shapeVertices = shapeVertices.reverse();
  19297. }
  19298. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19299. var shapeHole = shapeHoles[ i ];
  19300. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19301. shapeHoles[ i ] = shapeHole.reverse();
  19302. }
  19303. }
  19304. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19305. // join vertices of inner and outer paths to a single array
  19306. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19307. var shapeHole$1 = shapeHoles[ i$1 ];
  19308. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19309. }
  19310. // vertices, normals, uvs
  19311. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19312. var vertex = shapeVertices[ i$2 ];
  19313. vertices.push( vertex.x, vertex.y, 0 );
  19314. normals.push( 0, 0, 1 );
  19315. uvs.push( vertex.x, vertex.y ); // world uvs
  19316. }
  19317. // incides
  19318. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19319. var face = faces[ i$3 ];
  19320. var a = face[ 0 ] + indexOffset;
  19321. var b = face[ 1 ] + indexOffset;
  19322. var c = face[ 2 ] + indexOffset;
  19323. indices.push( a, b, c );
  19324. groupCount += 3;
  19325. }
  19326. }
  19327. }
  19328. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19329. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19330. ShapeBufferGeometry.prototype.toJSON = function () {
  19331. var data = BufferGeometry.prototype.toJSON.call( this );
  19332. var shapes = this.parameters.shapes;
  19333. return toJSON$1( shapes, data );
  19334. };
  19335. //
  19336. function toJSON$1( shapes, data ) {
  19337. data.shapes = [];
  19338. if ( Array.isArray( shapes ) ) {
  19339. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19340. var shape = shapes[ i ];
  19341. data.shapes.push( shape.uuid );
  19342. }
  19343. } else {
  19344. data.shapes.push( shapes.uuid );
  19345. }
  19346. return data;
  19347. }
  19348. /**
  19349. * @author WestLangley / http://github.com/WestLangley
  19350. * @author Mugen87 / https://github.com/Mugen87
  19351. */
  19352. function EdgesGeometry( geometry, thresholdAngle ) {
  19353. BufferGeometry.call( this );
  19354. this.type = 'EdgesGeometry';
  19355. this.parameters = {
  19356. thresholdAngle: thresholdAngle
  19357. };
  19358. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19359. // buffer
  19360. var vertices = [];
  19361. // helper variables
  19362. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19363. var edge = [ 0, 0 ], edges = {};
  19364. var edge1, edge2, key;
  19365. var keys = [ 'a', 'b', 'c' ];
  19366. // prepare source geometry
  19367. var geometry2;
  19368. if ( geometry.isBufferGeometry ) {
  19369. geometry2 = new Geometry();
  19370. geometry2.fromBufferGeometry( geometry );
  19371. } else {
  19372. geometry2 = geometry.clone();
  19373. }
  19374. geometry2.mergeVertices();
  19375. geometry2.computeFaceNormals();
  19376. var sourceVertices = geometry2.vertices;
  19377. var faces = geometry2.faces;
  19378. // now create a data structure where each entry represents an edge with its adjoining faces
  19379. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19380. var face = faces[ i ];
  19381. for ( var j = 0; j < 3; j ++ ) {
  19382. edge1 = face[ keys[ j ] ];
  19383. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19384. edge[ 0 ] = Math.min( edge1, edge2 );
  19385. edge[ 1 ] = Math.max( edge1, edge2 );
  19386. key = edge[ 0 ] + ',' + edge[ 1 ];
  19387. if ( edges[ key ] === undefined ) {
  19388. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19389. } else {
  19390. edges[ key ].face2 = i;
  19391. }
  19392. }
  19393. }
  19394. // generate vertices
  19395. for ( key in edges ) {
  19396. var e = edges[ key ];
  19397. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19398. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19399. var vertex = sourceVertices[ e.index1 ];
  19400. vertices.push( vertex.x, vertex.y, vertex.z );
  19401. vertex = sourceVertices[ e.index2 ];
  19402. vertices.push( vertex.x, vertex.y, vertex.z );
  19403. }
  19404. }
  19405. // build geometry
  19406. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19407. }
  19408. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19409. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19410. /**
  19411. * @author mrdoob / http://mrdoob.com/
  19412. * @author Mugen87 / https://github.com/Mugen87
  19413. */
  19414. // CylinderGeometry
  19415. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19416. Geometry.call( this );
  19417. this.type = 'CylinderGeometry';
  19418. this.parameters = {
  19419. radiusTop: radiusTop,
  19420. radiusBottom: radiusBottom,
  19421. height: height,
  19422. radialSegments: radialSegments,
  19423. heightSegments: heightSegments,
  19424. openEnded: openEnded,
  19425. thetaStart: thetaStart,
  19426. thetaLength: thetaLength
  19427. };
  19428. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19429. this.mergeVertices();
  19430. }
  19431. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19432. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19433. // CylinderBufferGeometry
  19434. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19435. BufferGeometry.call( this );
  19436. this.type = 'CylinderBufferGeometry';
  19437. this.parameters = {
  19438. radiusTop: radiusTop,
  19439. radiusBottom: radiusBottom,
  19440. height: height,
  19441. radialSegments: radialSegments,
  19442. heightSegments: heightSegments,
  19443. openEnded: openEnded,
  19444. thetaStart: thetaStart,
  19445. thetaLength: thetaLength
  19446. };
  19447. var scope = this;
  19448. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19449. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19450. height = height || 1;
  19451. radialSegments = Math.floor( radialSegments ) || 8;
  19452. heightSegments = Math.floor( heightSegments ) || 1;
  19453. openEnded = openEnded !== undefined ? openEnded : false;
  19454. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19455. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19456. // buffers
  19457. var indices = [];
  19458. var vertices = [];
  19459. var normals = [];
  19460. var uvs = [];
  19461. // helper variables
  19462. var index = 0;
  19463. var indexArray = [];
  19464. var halfHeight = height / 2;
  19465. var groupStart = 0;
  19466. // generate geometry
  19467. generateTorso();
  19468. if ( openEnded === false ) {
  19469. if ( radiusTop > 0 ) { generateCap( true ); }
  19470. if ( radiusBottom > 0 ) { generateCap( false ); }
  19471. }
  19472. // build geometry
  19473. this.setIndex( indices );
  19474. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19475. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19476. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19477. function generateTorso() {
  19478. var normal = new Vector3();
  19479. var vertex = new Vector3();
  19480. var groupCount = 0;
  19481. // this will be used to calculate the normal
  19482. var slope = ( radiusBottom - radiusTop ) / height;
  19483. // generate vertices, normals and uvs
  19484. for ( var y = 0; y <= heightSegments; y ++ ) {
  19485. var indexRow = [];
  19486. var v = y / heightSegments;
  19487. // calculate the radius of the current row
  19488. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19489. for ( var x = 0; x <= radialSegments; x ++ ) {
  19490. var u = x / radialSegments;
  19491. var theta = u * thetaLength + thetaStart;
  19492. var sinTheta = Math.sin( theta );
  19493. var cosTheta = Math.cos( theta );
  19494. // vertex
  19495. vertex.x = radius * sinTheta;
  19496. vertex.y = - v * height + halfHeight;
  19497. vertex.z = radius * cosTheta;
  19498. vertices.push( vertex.x, vertex.y, vertex.z );
  19499. // normal
  19500. normal.set( sinTheta, slope, cosTheta ).normalize();
  19501. normals.push( normal.x, normal.y, normal.z );
  19502. // uv
  19503. uvs.push( u, 1 - v );
  19504. // save index of vertex in respective row
  19505. indexRow.push( index ++ );
  19506. }
  19507. // now save vertices of the row in our index array
  19508. indexArray.push( indexRow );
  19509. }
  19510. // generate indices
  19511. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19512. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19513. // we use the index array to access the correct indices
  19514. var a = indexArray[ y$1 ][ x$1 ];
  19515. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19516. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19517. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19518. // faces
  19519. indices.push( a, b, d );
  19520. indices.push( b, c, d );
  19521. // update group counter
  19522. groupCount += 6;
  19523. }
  19524. }
  19525. // add a group to the geometry. this will ensure multi material support
  19526. scope.addGroup( groupStart, groupCount, 0 );
  19527. // calculate new start value for groups
  19528. groupStart += groupCount;
  19529. }
  19530. function generateCap( top ) {
  19531. var centerIndexStart, centerIndexEnd;
  19532. var uv = new Vector2();
  19533. var vertex = new Vector3();
  19534. var groupCount = 0;
  19535. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19536. var sign = ( top === true ) ? 1 : - 1;
  19537. // save the index of the first center vertex
  19538. centerIndexStart = index;
  19539. // first we generate the center vertex data of the cap.
  19540. // because the geometry needs one set of uvs per face,
  19541. // we must generate a center vertex per face/segment
  19542. for ( var x = 1; x <= radialSegments; x ++ ) {
  19543. // vertex
  19544. vertices.push( 0, halfHeight * sign, 0 );
  19545. // normal
  19546. normals.push( 0, sign, 0 );
  19547. // uv
  19548. uvs.push( 0.5, 0.5 );
  19549. // increase index
  19550. index ++;
  19551. }
  19552. // save the index of the last center vertex
  19553. centerIndexEnd = index;
  19554. // now we generate the surrounding vertices, normals and uvs
  19555. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19556. var u = x$1 / radialSegments;
  19557. var theta = u * thetaLength + thetaStart;
  19558. var cosTheta = Math.cos( theta );
  19559. var sinTheta = Math.sin( theta );
  19560. // vertex
  19561. vertex.x = radius * sinTheta;
  19562. vertex.y = halfHeight * sign;
  19563. vertex.z = radius * cosTheta;
  19564. vertices.push( vertex.x, vertex.y, vertex.z );
  19565. // normal
  19566. normals.push( 0, sign, 0 );
  19567. // uv
  19568. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19569. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19570. uvs.push( uv.x, uv.y );
  19571. // increase index
  19572. index ++;
  19573. }
  19574. // generate indices
  19575. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19576. var c = centerIndexStart + x$2;
  19577. var i = centerIndexEnd + x$2;
  19578. if ( top === true ) {
  19579. // face top
  19580. indices.push( i, i + 1, c );
  19581. } else {
  19582. // face bottom
  19583. indices.push( i + 1, i, c );
  19584. }
  19585. groupCount += 3;
  19586. }
  19587. // add a group to the geometry. this will ensure multi material support
  19588. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19589. // calculate new start value for groups
  19590. groupStart += groupCount;
  19591. }
  19592. }
  19593. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19594. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19595. /**
  19596. * @author abelnation / http://github.com/abelnation
  19597. */
  19598. // ConeGeometry
  19599. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19600. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19601. this.type = 'ConeGeometry';
  19602. this.parameters = {
  19603. radius: radius,
  19604. height: height,
  19605. radialSegments: radialSegments,
  19606. heightSegments: heightSegments,
  19607. openEnded: openEnded,
  19608. thetaStart: thetaStart,
  19609. thetaLength: thetaLength
  19610. };
  19611. }
  19612. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19613. ConeGeometry.prototype.constructor = ConeGeometry;
  19614. // ConeBufferGeometry
  19615. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19616. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19617. this.type = 'ConeBufferGeometry';
  19618. this.parameters = {
  19619. radius: radius,
  19620. height: height,
  19621. radialSegments: radialSegments,
  19622. heightSegments: heightSegments,
  19623. openEnded: openEnded,
  19624. thetaStart: thetaStart,
  19625. thetaLength: thetaLength
  19626. };
  19627. }
  19628. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19629. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19630. /**
  19631. * @author benaadams / https://twitter.com/ben_a_adams
  19632. * @author Mugen87 / https://github.com/Mugen87
  19633. * @author hughes
  19634. */
  19635. // CircleGeometry
  19636. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19637. Geometry.call( this );
  19638. this.type = 'CircleGeometry';
  19639. this.parameters = {
  19640. radius: radius,
  19641. segments: segments,
  19642. thetaStart: thetaStart,
  19643. thetaLength: thetaLength
  19644. };
  19645. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19646. this.mergeVertices();
  19647. }
  19648. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19649. CircleGeometry.prototype.constructor = CircleGeometry;
  19650. // CircleBufferGeometry
  19651. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19652. BufferGeometry.call( this );
  19653. this.type = 'CircleBufferGeometry';
  19654. this.parameters = {
  19655. radius: radius,
  19656. segments: segments,
  19657. thetaStart: thetaStart,
  19658. thetaLength: thetaLength
  19659. };
  19660. radius = radius || 1;
  19661. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19662. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19663. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19664. // buffers
  19665. var indices = [];
  19666. var vertices = [];
  19667. var normals = [];
  19668. var uvs = [];
  19669. // helper variables
  19670. var vertex = new Vector3();
  19671. var uv = new Vector2();
  19672. // center point
  19673. vertices.push( 0, 0, 0 );
  19674. normals.push( 0, 0, 1 );
  19675. uvs.push( 0.5, 0.5 );
  19676. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19677. var segment = thetaStart + s / segments * thetaLength;
  19678. // vertex
  19679. vertex.x = radius * Math.cos( segment );
  19680. vertex.y = radius * Math.sin( segment );
  19681. vertices.push( vertex.x, vertex.y, vertex.z );
  19682. // normal
  19683. normals.push( 0, 0, 1 );
  19684. // uvs
  19685. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19686. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19687. uvs.push( uv.x, uv.y );
  19688. }
  19689. // indices
  19690. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19691. indices.push( i$1, i$1 + 1, 0 );
  19692. }
  19693. // build geometry
  19694. this.setIndex( indices );
  19695. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19696. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19697. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19698. }
  19699. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19700. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19701. var Geometries = /*#__PURE__*/Object.freeze({
  19702. __proto__: null,
  19703. WireframeGeometry: WireframeGeometry,
  19704. ParametricGeometry: ParametricGeometry,
  19705. ParametricBufferGeometry: ParametricBufferGeometry,
  19706. TetrahedronGeometry: TetrahedronGeometry,
  19707. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19708. OctahedronGeometry: OctahedronGeometry,
  19709. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19710. IcosahedronGeometry: IcosahedronGeometry,
  19711. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19712. DodecahedronGeometry: DodecahedronGeometry,
  19713. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19714. PolyhedronGeometry: PolyhedronGeometry,
  19715. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19716. TubeGeometry: TubeGeometry,
  19717. TubeBufferGeometry: TubeBufferGeometry,
  19718. TorusKnotGeometry: TorusKnotGeometry,
  19719. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19720. TorusGeometry: TorusGeometry,
  19721. TorusBufferGeometry: TorusBufferGeometry,
  19722. TextGeometry: TextGeometry,
  19723. TextBufferGeometry: TextBufferGeometry,
  19724. SphereGeometry: SphereGeometry,
  19725. SphereBufferGeometry: SphereBufferGeometry,
  19726. RingGeometry: RingGeometry,
  19727. RingBufferGeometry: RingBufferGeometry,
  19728. PlaneGeometry: PlaneGeometry,
  19729. PlaneBufferGeometry: PlaneBufferGeometry,
  19730. LatheGeometry: LatheGeometry,
  19731. LatheBufferGeometry: LatheBufferGeometry,
  19732. ShapeGeometry: ShapeGeometry,
  19733. ShapeBufferGeometry: ShapeBufferGeometry,
  19734. ExtrudeGeometry: ExtrudeGeometry,
  19735. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19736. EdgesGeometry: EdgesGeometry,
  19737. ConeGeometry: ConeGeometry,
  19738. ConeBufferGeometry: ConeBufferGeometry,
  19739. CylinderGeometry: CylinderGeometry,
  19740. CylinderBufferGeometry: CylinderBufferGeometry,
  19741. CircleGeometry: CircleGeometry,
  19742. CircleBufferGeometry: CircleBufferGeometry,
  19743. BoxGeometry: BoxGeometry,
  19744. BoxBufferGeometry: BoxBufferGeometry
  19745. });
  19746. /**
  19747. * @author mrdoob / http://mrdoob.com/
  19748. *
  19749. * parameters = {
  19750. * color: <THREE.Color>
  19751. * }
  19752. */
  19753. function ShadowMaterial( parameters ) {
  19754. Material.call( this );
  19755. this.type = 'ShadowMaterial';
  19756. this.color = new Color( 0x000000 );
  19757. this.transparent = true;
  19758. this.setValues( parameters );
  19759. }
  19760. ShadowMaterial.prototype = Object.create( Material.prototype );
  19761. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19762. ShadowMaterial.prototype.isShadowMaterial = true;
  19763. ShadowMaterial.prototype.copy = function ( source ) {
  19764. Material.prototype.copy.call( this, source );
  19765. this.color.copy( source.color );
  19766. return this;
  19767. };
  19768. /**
  19769. * @author mrdoob / http://mrdoob.com/
  19770. */
  19771. function RawShaderMaterial( parameters ) {
  19772. ShaderMaterial.call( this, parameters );
  19773. this.type = 'RawShaderMaterial';
  19774. }
  19775. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19776. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19777. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19778. /**
  19779. * @author WestLangley / http://github.com/WestLangley
  19780. *
  19781. * parameters = {
  19782. * color: <hex>,
  19783. * roughness: <float>,
  19784. * metalness: <float>,
  19785. * opacity: <float>,
  19786. *
  19787. * map: new THREE.Texture( <Image> ),
  19788. *
  19789. * lightMap: new THREE.Texture( <Image> ),
  19790. * lightMapIntensity: <float>
  19791. *
  19792. * aoMap: new THREE.Texture( <Image> ),
  19793. * aoMapIntensity: <float>
  19794. *
  19795. * emissive: <hex>,
  19796. * emissiveIntensity: <float>
  19797. * emissiveMap: new THREE.Texture( <Image> ),
  19798. *
  19799. * bumpMap: new THREE.Texture( <Image> ),
  19800. * bumpScale: <float>,
  19801. *
  19802. * normalMap: new THREE.Texture( <Image> ),
  19803. * normalMapType: THREE.TangentSpaceNormalMap,
  19804. * normalScale: <Vector2>,
  19805. *
  19806. * displacementMap: new THREE.Texture( <Image> ),
  19807. * displacementScale: <float>,
  19808. * displacementBias: <float>,
  19809. *
  19810. * roughnessMap: new THREE.Texture( <Image> ),
  19811. *
  19812. * metalnessMap: new THREE.Texture( <Image> ),
  19813. *
  19814. * alphaMap: new THREE.Texture( <Image> ),
  19815. *
  19816. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19817. * envMapIntensity: <float>
  19818. *
  19819. * refractionRatio: <float>,
  19820. *
  19821. * wireframe: <boolean>,
  19822. * wireframeLinewidth: <float>,
  19823. *
  19824. * skinning: <bool>,
  19825. * morphTargets: <bool>,
  19826. * morphNormals: <bool>
  19827. * }
  19828. */
  19829. function MeshStandardMaterial( parameters ) {
  19830. Material.call( this );
  19831. this.defines = { 'STANDARD': '' };
  19832. this.type = 'MeshStandardMaterial';
  19833. this.color = new Color( 0xffffff ); // diffuse
  19834. this.roughness = 1.0;
  19835. this.metalness = 0.0;
  19836. this.map = null;
  19837. this.lightMap = null;
  19838. this.lightMapIntensity = 1.0;
  19839. this.aoMap = null;
  19840. this.aoMapIntensity = 1.0;
  19841. this.emissive = new Color( 0x000000 );
  19842. this.emissiveIntensity = 1.0;
  19843. this.emissiveMap = null;
  19844. this.bumpMap = null;
  19845. this.bumpScale = 1;
  19846. this.normalMap = null;
  19847. this.normalMapType = TangentSpaceNormalMap;
  19848. this.normalScale = new Vector2( 1, 1 );
  19849. this.displacementMap = null;
  19850. this.displacementScale = 1;
  19851. this.displacementBias = 0;
  19852. this.roughnessMap = null;
  19853. this.metalnessMap = null;
  19854. this.alphaMap = null;
  19855. this.envMap = null;
  19856. this.envMapIntensity = 1.0;
  19857. this.refractionRatio = 0.98;
  19858. this.wireframe = false;
  19859. this.wireframeLinewidth = 1;
  19860. this.wireframeLinecap = 'round';
  19861. this.wireframeLinejoin = 'round';
  19862. this.skinning = false;
  19863. this.morphTargets = false;
  19864. this.morphNormals = false;
  19865. this.vertexTangents = false;
  19866. this.setValues( parameters );
  19867. }
  19868. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19869. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19870. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19871. MeshStandardMaterial.prototype.copy = function ( source ) {
  19872. Material.prototype.copy.call( this, source );
  19873. this.defines = { 'STANDARD': '' };
  19874. this.color.copy( source.color );
  19875. this.roughness = source.roughness;
  19876. this.metalness = source.metalness;
  19877. this.map = source.map;
  19878. this.lightMap = source.lightMap;
  19879. this.lightMapIntensity = source.lightMapIntensity;
  19880. this.aoMap = source.aoMap;
  19881. this.aoMapIntensity = source.aoMapIntensity;
  19882. this.emissive.copy( source.emissive );
  19883. this.emissiveMap = source.emissiveMap;
  19884. this.emissiveIntensity = source.emissiveIntensity;
  19885. this.bumpMap = source.bumpMap;
  19886. this.bumpScale = source.bumpScale;
  19887. this.normalMap = source.normalMap;
  19888. this.normalMapType = source.normalMapType;
  19889. this.normalScale.copy( source.normalScale );
  19890. this.displacementMap = source.displacementMap;
  19891. this.displacementScale = source.displacementScale;
  19892. this.displacementBias = source.displacementBias;
  19893. this.roughnessMap = source.roughnessMap;
  19894. this.metalnessMap = source.metalnessMap;
  19895. this.alphaMap = source.alphaMap;
  19896. this.envMap = source.envMap;
  19897. this.envMapIntensity = source.envMapIntensity;
  19898. this.refractionRatio = source.refractionRatio;
  19899. this.wireframe = source.wireframe;
  19900. this.wireframeLinewidth = source.wireframeLinewidth;
  19901. this.wireframeLinecap = source.wireframeLinecap;
  19902. this.wireframeLinejoin = source.wireframeLinejoin;
  19903. this.skinning = source.skinning;
  19904. this.morphTargets = source.morphTargets;
  19905. this.morphNormals = source.morphNormals;
  19906. this.vertexTangents = source.vertexTangents;
  19907. return this;
  19908. };
  19909. /**
  19910. * @author WestLangley / http://github.com/WestLangley
  19911. *
  19912. * parameters = {
  19913. * clearcoat: <float>,
  19914. * clearcoatMap: new THREE.Texture( <Image> ),
  19915. * clearcoatRoughness: <float>,
  19916. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19917. * clearcoatNormalScale: <Vector2>,
  19918. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19919. *
  19920. * reflectivity: <float>,
  19921. *
  19922. * sheen: <Color>,
  19923. *
  19924. * transparency: <float>
  19925. * }
  19926. */
  19927. function MeshPhysicalMaterial( parameters ) {
  19928. MeshStandardMaterial.call( this );
  19929. this.defines = {
  19930. 'STANDARD': '',
  19931. 'PHYSICAL': ''
  19932. };
  19933. this.type = 'MeshPhysicalMaterial';
  19934. this.clearcoat = 0.0;
  19935. this.clearcoatMap = null;
  19936. this.clearcoatRoughness = 0.0;
  19937. this.clearcoatRoughnessMap = null;
  19938. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19939. this.clearcoatNormalMap = null;
  19940. this.reflectivity = 0.5; // maps to F0 = 0.04
  19941. this.sheen = null; // null will disable sheen bsdf
  19942. this.transparency = 0.0;
  19943. this.setValues( parameters );
  19944. }
  19945. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19946. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19947. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19948. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19949. MeshStandardMaterial.prototype.copy.call( this, source );
  19950. this.defines = {
  19951. 'STANDARD': '',
  19952. 'PHYSICAL': ''
  19953. };
  19954. this.clearcoat = source.clearcoat;
  19955. this.clearcoatMap = source.clearcoatMap;
  19956. this.clearcoatRoughness = source.clearcoatRoughness;
  19957. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19958. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19959. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19960. this.reflectivity = source.reflectivity;
  19961. if ( source.sheen ) {
  19962. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19963. } else {
  19964. this.sheen = null;
  19965. }
  19966. this.transparency = source.transparency;
  19967. return this;
  19968. };
  19969. /**
  19970. * @author mrdoob / http://mrdoob.com/
  19971. * @author alteredq / http://alteredqualia.com/
  19972. *
  19973. * parameters = {
  19974. * color: <hex>,
  19975. * specular: <hex>,
  19976. * shininess: <float>,
  19977. * opacity: <float>,
  19978. *
  19979. * map: new THREE.Texture( <Image> ),
  19980. *
  19981. * lightMap: new THREE.Texture( <Image> ),
  19982. * lightMapIntensity: <float>
  19983. *
  19984. * aoMap: new THREE.Texture( <Image> ),
  19985. * aoMapIntensity: <float>
  19986. *
  19987. * emissive: <hex>,
  19988. * emissiveIntensity: <float>
  19989. * emissiveMap: new THREE.Texture( <Image> ),
  19990. *
  19991. * bumpMap: new THREE.Texture( <Image> ),
  19992. * bumpScale: <float>,
  19993. *
  19994. * normalMap: new THREE.Texture( <Image> ),
  19995. * normalMapType: THREE.TangentSpaceNormalMap,
  19996. * normalScale: <Vector2>,
  19997. *
  19998. * displacementMap: new THREE.Texture( <Image> ),
  19999. * displacementScale: <float>,
  20000. * displacementBias: <float>,
  20001. *
  20002. * specularMap: new THREE.Texture( <Image> ),
  20003. *
  20004. * alphaMap: new THREE.Texture( <Image> ),
  20005. *
  20006. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20007. * combine: THREE.MultiplyOperation,
  20008. * reflectivity: <float>,
  20009. * refractionRatio: <float>,
  20010. *
  20011. * wireframe: <boolean>,
  20012. * wireframeLinewidth: <float>,
  20013. *
  20014. * skinning: <bool>,
  20015. * morphTargets: <bool>,
  20016. * morphNormals: <bool>
  20017. * }
  20018. */
  20019. function MeshPhongMaterial( parameters ) {
  20020. Material.call( this );
  20021. this.type = 'MeshPhongMaterial';
  20022. this.color = new Color( 0xffffff ); // diffuse
  20023. this.specular = new Color( 0x111111 );
  20024. this.shininess = 30;
  20025. this.map = null;
  20026. this.lightMap = null;
  20027. this.lightMapIntensity = 1.0;
  20028. this.aoMap = null;
  20029. this.aoMapIntensity = 1.0;
  20030. this.emissive = new Color( 0x000000 );
  20031. this.emissiveIntensity = 1.0;
  20032. this.emissiveMap = null;
  20033. this.bumpMap = null;
  20034. this.bumpScale = 1;
  20035. this.normalMap = null;
  20036. this.normalMapType = TangentSpaceNormalMap;
  20037. this.normalScale = new Vector2( 1, 1 );
  20038. this.displacementMap = null;
  20039. this.displacementScale = 1;
  20040. this.displacementBias = 0;
  20041. this.specularMap = null;
  20042. this.alphaMap = null;
  20043. this.envMap = null;
  20044. this.combine = MultiplyOperation;
  20045. this.reflectivity = 1;
  20046. this.refractionRatio = 0.98;
  20047. this.wireframe = false;
  20048. this.wireframeLinewidth = 1;
  20049. this.wireframeLinecap = 'round';
  20050. this.wireframeLinejoin = 'round';
  20051. this.skinning = false;
  20052. this.morphTargets = false;
  20053. this.morphNormals = false;
  20054. this.setValues( parameters );
  20055. }
  20056. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20057. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20058. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20059. MeshPhongMaterial.prototype.copy = function ( source ) {
  20060. Material.prototype.copy.call( this, source );
  20061. this.color.copy( source.color );
  20062. this.specular.copy( source.specular );
  20063. this.shininess = source.shininess;
  20064. this.map = source.map;
  20065. this.lightMap = source.lightMap;
  20066. this.lightMapIntensity = source.lightMapIntensity;
  20067. this.aoMap = source.aoMap;
  20068. this.aoMapIntensity = source.aoMapIntensity;
  20069. this.emissive.copy( source.emissive );
  20070. this.emissiveMap = source.emissiveMap;
  20071. this.emissiveIntensity = source.emissiveIntensity;
  20072. this.bumpMap = source.bumpMap;
  20073. this.bumpScale = source.bumpScale;
  20074. this.normalMap = source.normalMap;
  20075. this.normalMapType = source.normalMapType;
  20076. this.normalScale.copy( source.normalScale );
  20077. this.displacementMap = source.displacementMap;
  20078. this.displacementScale = source.displacementScale;
  20079. this.displacementBias = source.displacementBias;
  20080. this.specularMap = source.specularMap;
  20081. this.alphaMap = source.alphaMap;
  20082. this.envMap = source.envMap;
  20083. this.combine = source.combine;
  20084. this.reflectivity = source.reflectivity;
  20085. this.refractionRatio = source.refractionRatio;
  20086. this.wireframe = source.wireframe;
  20087. this.wireframeLinewidth = source.wireframeLinewidth;
  20088. this.wireframeLinecap = source.wireframeLinecap;
  20089. this.wireframeLinejoin = source.wireframeLinejoin;
  20090. this.skinning = source.skinning;
  20091. this.morphTargets = source.morphTargets;
  20092. this.morphNormals = source.morphNormals;
  20093. return this;
  20094. };
  20095. /**
  20096. * @author takahirox / http://github.com/takahirox
  20097. *
  20098. * parameters = {
  20099. * color: <hex>,
  20100. * specular: <hex>,
  20101. * shininess: <float>,
  20102. *
  20103. * map: new THREE.Texture( <Image> ),
  20104. * gradientMap: new THREE.Texture( <Image> ),
  20105. *
  20106. * lightMap: new THREE.Texture( <Image> ),
  20107. * lightMapIntensity: <float>
  20108. *
  20109. * aoMap: new THREE.Texture( <Image> ),
  20110. * aoMapIntensity: <float>
  20111. *
  20112. * emissive: <hex>,
  20113. * emissiveIntensity: <float>
  20114. * emissiveMap: new THREE.Texture( <Image> ),
  20115. *
  20116. * bumpMap: new THREE.Texture( <Image> ),
  20117. * bumpScale: <float>,
  20118. *
  20119. * normalMap: new THREE.Texture( <Image> ),
  20120. * normalMapType: THREE.TangentSpaceNormalMap,
  20121. * normalScale: <Vector2>,
  20122. *
  20123. * displacementMap: new THREE.Texture( <Image> ),
  20124. * displacementScale: <float>,
  20125. * displacementBias: <float>,
  20126. *
  20127. * specularMap: new THREE.Texture( <Image> ),
  20128. *
  20129. * alphaMap: new THREE.Texture( <Image> ),
  20130. *
  20131. * wireframe: <boolean>,
  20132. * wireframeLinewidth: <float>,
  20133. *
  20134. * skinning: <bool>,
  20135. * morphTargets: <bool>,
  20136. * morphNormals: <bool>
  20137. * }
  20138. */
  20139. function MeshToonMaterial( parameters ) {
  20140. Material.call( this );
  20141. this.defines = { 'TOON': '' };
  20142. this.type = 'MeshToonMaterial';
  20143. this.color = new Color( 0xffffff );
  20144. this.specular = new Color( 0x111111 );
  20145. this.shininess = 30;
  20146. this.map = null;
  20147. this.gradientMap = null;
  20148. this.lightMap = null;
  20149. this.lightMapIntensity = 1.0;
  20150. this.aoMap = null;
  20151. this.aoMapIntensity = 1.0;
  20152. this.emissive = new Color( 0x000000 );
  20153. this.emissiveIntensity = 1.0;
  20154. this.emissiveMap = null;
  20155. this.bumpMap = null;
  20156. this.bumpScale = 1;
  20157. this.normalMap = null;
  20158. this.normalMapType = TangentSpaceNormalMap;
  20159. this.normalScale = new Vector2( 1, 1 );
  20160. this.displacementMap = null;
  20161. this.displacementScale = 1;
  20162. this.displacementBias = 0;
  20163. this.specularMap = null;
  20164. this.alphaMap = null;
  20165. this.wireframe = false;
  20166. this.wireframeLinewidth = 1;
  20167. this.wireframeLinecap = 'round';
  20168. this.wireframeLinejoin = 'round';
  20169. this.skinning = false;
  20170. this.morphTargets = false;
  20171. this.morphNormals = false;
  20172. this.setValues( parameters );
  20173. }
  20174. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20175. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20176. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20177. MeshToonMaterial.prototype.copy = function ( source ) {
  20178. Material.prototype.copy.call( this, source );
  20179. this.color.copy( source.color );
  20180. this.specular.copy( source.specular );
  20181. this.shininess = source.shininess;
  20182. this.map = source.map;
  20183. this.gradientMap = source.gradientMap;
  20184. this.lightMap = source.lightMap;
  20185. this.lightMapIntensity = source.lightMapIntensity;
  20186. this.aoMap = source.aoMap;
  20187. this.aoMapIntensity = source.aoMapIntensity;
  20188. this.emissive.copy( source.emissive );
  20189. this.emissiveMap = source.emissiveMap;
  20190. this.emissiveIntensity = source.emissiveIntensity;
  20191. this.bumpMap = source.bumpMap;
  20192. this.bumpScale = source.bumpScale;
  20193. this.normalMap = source.normalMap;
  20194. this.normalMapType = source.normalMapType;
  20195. this.normalScale.copy( source.normalScale );
  20196. this.displacementMap = source.displacementMap;
  20197. this.displacementScale = source.displacementScale;
  20198. this.displacementBias = source.displacementBias;
  20199. this.specularMap = source.specularMap;
  20200. this.alphaMap = source.alphaMap;
  20201. this.wireframe = source.wireframe;
  20202. this.wireframeLinewidth = source.wireframeLinewidth;
  20203. this.wireframeLinecap = source.wireframeLinecap;
  20204. this.wireframeLinejoin = source.wireframeLinejoin;
  20205. this.skinning = source.skinning;
  20206. this.morphTargets = source.morphTargets;
  20207. this.morphNormals = source.morphNormals;
  20208. return this;
  20209. };
  20210. /**
  20211. * @author mrdoob / http://mrdoob.com/
  20212. * @author WestLangley / http://github.com/WestLangley
  20213. *
  20214. * parameters = {
  20215. * opacity: <float>,
  20216. *
  20217. * bumpMap: new THREE.Texture( <Image> ),
  20218. * bumpScale: <float>,
  20219. *
  20220. * normalMap: new THREE.Texture( <Image> ),
  20221. * normalMapType: THREE.TangentSpaceNormalMap,
  20222. * normalScale: <Vector2>,
  20223. *
  20224. * displacementMap: new THREE.Texture( <Image> ),
  20225. * displacementScale: <float>,
  20226. * displacementBias: <float>,
  20227. *
  20228. * wireframe: <boolean>,
  20229. * wireframeLinewidth: <float>
  20230. *
  20231. * skinning: <bool>,
  20232. * morphTargets: <bool>,
  20233. * morphNormals: <bool>
  20234. * }
  20235. */
  20236. function MeshNormalMaterial( parameters ) {
  20237. Material.call( this );
  20238. this.type = 'MeshNormalMaterial';
  20239. this.bumpMap = null;
  20240. this.bumpScale = 1;
  20241. this.normalMap = null;
  20242. this.normalMapType = TangentSpaceNormalMap;
  20243. this.normalScale = new Vector2( 1, 1 );
  20244. this.displacementMap = null;
  20245. this.displacementScale = 1;
  20246. this.displacementBias = 0;
  20247. this.wireframe = false;
  20248. this.wireframeLinewidth = 1;
  20249. this.fog = false;
  20250. this.skinning = false;
  20251. this.morphTargets = false;
  20252. this.morphNormals = false;
  20253. this.setValues( parameters );
  20254. }
  20255. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20256. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20257. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20258. MeshNormalMaterial.prototype.copy = function ( source ) {
  20259. Material.prototype.copy.call( this, source );
  20260. this.bumpMap = source.bumpMap;
  20261. this.bumpScale = source.bumpScale;
  20262. this.normalMap = source.normalMap;
  20263. this.normalMapType = source.normalMapType;
  20264. this.normalScale.copy( source.normalScale );
  20265. this.displacementMap = source.displacementMap;
  20266. this.displacementScale = source.displacementScale;
  20267. this.displacementBias = source.displacementBias;
  20268. this.wireframe = source.wireframe;
  20269. this.wireframeLinewidth = source.wireframeLinewidth;
  20270. this.skinning = source.skinning;
  20271. this.morphTargets = source.morphTargets;
  20272. this.morphNormals = source.morphNormals;
  20273. return this;
  20274. };
  20275. /**
  20276. * @author mrdoob / http://mrdoob.com/
  20277. * @author alteredq / http://alteredqualia.com/
  20278. *
  20279. * parameters = {
  20280. * color: <hex>,
  20281. * opacity: <float>,
  20282. *
  20283. * map: new THREE.Texture( <Image> ),
  20284. *
  20285. * lightMap: new THREE.Texture( <Image> ),
  20286. * lightMapIntensity: <float>
  20287. *
  20288. * aoMap: new THREE.Texture( <Image> ),
  20289. * aoMapIntensity: <float>
  20290. *
  20291. * emissive: <hex>,
  20292. * emissiveIntensity: <float>
  20293. * emissiveMap: new THREE.Texture( <Image> ),
  20294. *
  20295. * specularMap: new THREE.Texture( <Image> ),
  20296. *
  20297. * alphaMap: new THREE.Texture( <Image> ),
  20298. *
  20299. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20300. * combine: THREE.Multiply,
  20301. * reflectivity: <float>,
  20302. * refractionRatio: <float>,
  20303. *
  20304. * wireframe: <boolean>,
  20305. * wireframeLinewidth: <float>,
  20306. *
  20307. * skinning: <bool>,
  20308. * morphTargets: <bool>,
  20309. * morphNormals: <bool>
  20310. * }
  20311. */
  20312. function MeshLambertMaterial( parameters ) {
  20313. Material.call( this );
  20314. this.type = 'MeshLambertMaterial';
  20315. this.color = new Color( 0xffffff ); // diffuse
  20316. this.map = null;
  20317. this.lightMap = null;
  20318. this.lightMapIntensity = 1.0;
  20319. this.aoMap = null;
  20320. this.aoMapIntensity = 1.0;
  20321. this.emissive = new Color( 0x000000 );
  20322. this.emissiveIntensity = 1.0;
  20323. this.emissiveMap = null;
  20324. this.specularMap = null;
  20325. this.alphaMap = null;
  20326. this.envMap = null;
  20327. this.combine = MultiplyOperation;
  20328. this.reflectivity = 1;
  20329. this.refractionRatio = 0.98;
  20330. this.wireframe = false;
  20331. this.wireframeLinewidth = 1;
  20332. this.wireframeLinecap = 'round';
  20333. this.wireframeLinejoin = 'round';
  20334. this.skinning = false;
  20335. this.morphTargets = false;
  20336. this.morphNormals = false;
  20337. this.setValues( parameters );
  20338. }
  20339. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20340. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20341. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20342. MeshLambertMaterial.prototype.copy = function ( source ) {
  20343. Material.prototype.copy.call( this, source );
  20344. this.color.copy( source.color );
  20345. this.map = source.map;
  20346. this.lightMap = source.lightMap;
  20347. this.lightMapIntensity = source.lightMapIntensity;
  20348. this.aoMap = source.aoMap;
  20349. this.aoMapIntensity = source.aoMapIntensity;
  20350. this.emissive.copy( source.emissive );
  20351. this.emissiveMap = source.emissiveMap;
  20352. this.emissiveIntensity = source.emissiveIntensity;
  20353. this.specularMap = source.specularMap;
  20354. this.alphaMap = source.alphaMap;
  20355. this.envMap = source.envMap;
  20356. this.combine = source.combine;
  20357. this.reflectivity = source.reflectivity;
  20358. this.refractionRatio = source.refractionRatio;
  20359. this.wireframe = source.wireframe;
  20360. this.wireframeLinewidth = source.wireframeLinewidth;
  20361. this.wireframeLinecap = source.wireframeLinecap;
  20362. this.wireframeLinejoin = source.wireframeLinejoin;
  20363. this.skinning = source.skinning;
  20364. this.morphTargets = source.morphTargets;
  20365. this.morphNormals = source.morphNormals;
  20366. return this;
  20367. };
  20368. /**
  20369. * @author WestLangley / http://github.com/WestLangley
  20370. *
  20371. * parameters = {
  20372. * color: <hex>,
  20373. * opacity: <float>,
  20374. *
  20375. * matcap: new THREE.Texture( <Image> ),
  20376. *
  20377. * map: new THREE.Texture( <Image> ),
  20378. *
  20379. * bumpMap: new THREE.Texture( <Image> ),
  20380. * bumpScale: <float>,
  20381. *
  20382. * normalMap: new THREE.Texture( <Image> ),
  20383. * normalMapType: THREE.TangentSpaceNormalMap,
  20384. * normalScale: <Vector2>,
  20385. *
  20386. * displacementMap: new THREE.Texture( <Image> ),
  20387. * displacementScale: <float>,
  20388. * displacementBias: <float>,
  20389. *
  20390. * alphaMap: new THREE.Texture( <Image> ),
  20391. *
  20392. * skinning: <bool>,
  20393. * morphTargets: <bool>,
  20394. * morphNormals: <bool>
  20395. * }
  20396. */
  20397. function MeshMatcapMaterial( parameters ) {
  20398. Material.call( this );
  20399. this.defines = { 'MATCAP': '' };
  20400. this.type = 'MeshMatcapMaterial';
  20401. this.color = new Color( 0xffffff ); // diffuse
  20402. this.matcap = null;
  20403. this.map = null;
  20404. this.bumpMap = null;
  20405. this.bumpScale = 1;
  20406. this.normalMap = null;
  20407. this.normalMapType = TangentSpaceNormalMap;
  20408. this.normalScale = new Vector2( 1, 1 );
  20409. this.displacementMap = null;
  20410. this.displacementScale = 1;
  20411. this.displacementBias = 0;
  20412. this.alphaMap = null;
  20413. this.skinning = false;
  20414. this.morphTargets = false;
  20415. this.morphNormals = false;
  20416. this.setValues( parameters );
  20417. }
  20418. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20419. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20420. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20421. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20422. Material.prototype.copy.call( this, source );
  20423. this.defines = { 'MATCAP': '' };
  20424. this.color.copy( source.color );
  20425. this.matcap = source.matcap;
  20426. this.map = source.map;
  20427. this.bumpMap = source.bumpMap;
  20428. this.bumpScale = source.bumpScale;
  20429. this.normalMap = source.normalMap;
  20430. this.normalMapType = source.normalMapType;
  20431. this.normalScale.copy( source.normalScale );
  20432. this.displacementMap = source.displacementMap;
  20433. this.displacementScale = source.displacementScale;
  20434. this.displacementBias = source.displacementBias;
  20435. this.alphaMap = source.alphaMap;
  20436. this.skinning = source.skinning;
  20437. this.morphTargets = source.morphTargets;
  20438. this.morphNormals = source.morphNormals;
  20439. return this;
  20440. };
  20441. /**
  20442. * @author alteredq / http://alteredqualia.com/
  20443. *
  20444. * parameters = {
  20445. * color: <hex>,
  20446. * opacity: <float>,
  20447. *
  20448. * linewidth: <float>,
  20449. *
  20450. * scale: <float>,
  20451. * dashSize: <float>,
  20452. * gapSize: <float>
  20453. * }
  20454. */
  20455. function LineDashedMaterial( parameters ) {
  20456. LineBasicMaterial.call( this );
  20457. this.type = 'LineDashedMaterial';
  20458. this.scale = 1;
  20459. this.dashSize = 3;
  20460. this.gapSize = 1;
  20461. this.setValues( parameters );
  20462. }
  20463. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20464. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20465. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20466. LineDashedMaterial.prototype.copy = function ( source ) {
  20467. LineBasicMaterial.prototype.copy.call( this, source );
  20468. this.scale = source.scale;
  20469. this.dashSize = source.dashSize;
  20470. this.gapSize = source.gapSize;
  20471. return this;
  20472. };
  20473. var Materials = /*#__PURE__*/Object.freeze({
  20474. __proto__: null,
  20475. ShadowMaterial: ShadowMaterial,
  20476. SpriteMaterial: SpriteMaterial,
  20477. RawShaderMaterial: RawShaderMaterial,
  20478. ShaderMaterial: ShaderMaterial,
  20479. PointsMaterial: PointsMaterial,
  20480. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20481. MeshStandardMaterial: MeshStandardMaterial,
  20482. MeshPhongMaterial: MeshPhongMaterial,
  20483. MeshToonMaterial: MeshToonMaterial,
  20484. MeshNormalMaterial: MeshNormalMaterial,
  20485. MeshLambertMaterial: MeshLambertMaterial,
  20486. MeshDepthMaterial: MeshDepthMaterial,
  20487. MeshDistanceMaterial: MeshDistanceMaterial,
  20488. MeshBasicMaterial: MeshBasicMaterial,
  20489. MeshMatcapMaterial: MeshMatcapMaterial,
  20490. LineDashedMaterial: LineDashedMaterial,
  20491. LineBasicMaterial: LineBasicMaterial,
  20492. Material: Material
  20493. });
  20494. /**
  20495. * @author tschw
  20496. * @author Ben Houston / http://clara.io/
  20497. * @author David Sarno / http://lighthaus.us/
  20498. */
  20499. var AnimationUtils = {
  20500. // same as Array.prototype.slice, but also works on typed arrays
  20501. arraySlice: function ( array, from, to ) {
  20502. if ( AnimationUtils.isTypedArray( array ) ) {
  20503. // in ios9 array.subarray(from, undefined) will return empty array
  20504. // but array.subarray(from) or array.subarray(from, len) is correct
  20505. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20506. }
  20507. return array.slice( from, to );
  20508. },
  20509. // converts an array to a specific type
  20510. convertArray: function ( array, type, forceClone ) {
  20511. if ( ! array || // let 'undefined' and 'null' pass
  20512. ! forceClone && array.constructor === type ) { return array; }
  20513. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20514. return new type( array ); // create typed array
  20515. }
  20516. return Array.prototype.slice.call( array ); // create Array
  20517. },
  20518. isTypedArray: function ( object ) {
  20519. return ArrayBuffer.isView( object ) &&
  20520. ! ( object instanceof DataView );
  20521. },
  20522. // returns an array by which times and values can be sorted
  20523. getKeyframeOrder: function ( times ) {
  20524. function compareTime( i, j ) {
  20525. return times[ i ] - times[ j ];
  20526. }
  20527. var n = times.length;
  20528. var result = new Array( n );
  20529. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20530. result.sort( compareTime );
  20531. return result;
  20532. },
  20533. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20534. sortedArray: function ( values, stride, order ) {
  20535. var nValues = values.length;
  20536. var result = new values.constructor( nValues );
  20537. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20538. var srcOffset = order[ i ] * stride;
  20539. for ( var j = 0; j !== stride; ++ j ) {
  20540. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20541. }
  20542. }
  20543. return result;
  20544. },
  20545. // function for parsing AOS keyframe formats
  20546. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20547. var i = 1, key = jsonKeys[ 0 ];
  20548. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20549. key = jsonKeys[ i ++ ];
  20550. }
  20551. if ( key === undefined ) { return; } // no data
  20552. var value = key[ valuePropertyName ];
  20553. if ( value === undefined ) { return; } // no data
  20554. if ( Array.isArray( value ) ) {
  20555. do {
  20556. value = key[ valuePropertyName ];
  20557. if ( value !== undefined ) {
  20558. times.push( key.time );
  20559. values.push.apply( values, value ); // push all elements
  20560. }
  20561. key = jsonKeys[ i ++ ];
  20562. } while ( key !== undefined );
  20563. } else if ( value.toArray !== undefined ) {
  20564. // ...assume THREE.Math-ish
  20565. do {
  20566. value = key[ valuePropertyName ];
  20567. if ( value !== undefined ) {
  20568. times.push( key.time );
  20569. value.toArray( values, values.length );
  20570. }
  20571. key = jsonKeys[ i ++ ];
  20572. } while ( key !== undefined );
  20573. } else {
  20574. // otherwise push as-is
  20575. do {
  20576. value = key[ valuePropertyName ];
  20577. if ( value !== undefined ) {
  20578. times.push( key.time );
  20579. values.push( value );
  20580. }
  20581. key = jsonKeys[ i ++ ];
  20582. } while ( key !== undefined );
  20583. }
  20584. },
  20585. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20586. fps = fps || 30;
  20587. var clip = sourceClip.clone();
  20588. clip.name = name;
  20589. var tracks = [];
  20590. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20591. var track = clip.tracks[ i ];
  20592. var valueSize = track.getValueSize();
  20593. var times = [];
  20594. var values = [];
  20595. for ( var j = 0; j < track.times.length; ++ j ) {
  20596. var frame = track.times[ j ] * fps;
  20597. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20598. times.push( track.times[ j ] );
  20599. for ( var k = 0; k < valueSize; ++ k ) {
  20600. values.push( track.values[ j * valueSize + k ] );
  20601. }
  20602. }
  20603. if ( times.length === 0 ) { continue; }
  20604. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20605. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20606. tracks.push( track );
  20607. }
  20608. clip.tracks = tracks;
  20609. // find minimum .times value across all tracks in the trimmed clip
  20610. var minStartTime = Infinity;
  20611. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20612. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20613. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20614. }
  20615. }
  20616. // shift all tracks such that clip begins at t=0
  20617. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20618. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20619. }
  20620. clip.resetDuration();
  20621. return clip;
  20622. },
  20623. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20624. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20625. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20626. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20627. var numTracks = targetClip.tracks.length;
  20628. var referenceTime = referenceFrame / fps;
  20629. // Make each track's values relative to the values at the reference frame
  20630. var loop = function ( i ) {
  20631. var referenceTrack = referenceClip.tracks[ i ];
  20632. var referenceTrackType = referenceTrack.ValueTypeName;
  20633. // Skip this track if it's non-numeric
  20634. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20635. // Find the track in the target clip whose name and type matches the reference track
  20636. var targetTrack = targetClip.tracks.find( function ( track ) {
  20637. return track.name === referenceTrack.name
  20638. && track.ValueTypeName === referenceTrackType;
  20639. } );
  20640. if ( targetTrack === undefined ) { return; }
  20641. var valueSize = referenceTrack.getValueSize();
  20642. var lastIndex = referenceTrack.times.length - 1;
  20643. var referenceValue = (void 0);
  20644. // Find the value to subtract out of the track
  20645. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20646. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20647. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20648. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20649. // Reference frame is after the last keyframe, so just use the last keyframe
  20650. var startIndex = lastIndex * valueSize;
  20651. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20652. } else {
  20653. // Interpolate to the reference value
  20654. var interpolant = referenceTrack.createInterpolant();
  20655. interpolant.evaluate( referenceTime );
  20656. referenceValue = interpolant.resultBuffer;
  20657. }
  20658. // Conjugate the quaternion
  20659. if ( referenceTrackType === 'quaternion' ) {
  20660. var referenceQuat = new Quaternion(
  20661. referenceValue[ 0 ],
  20662. referenceValue[ 1 ],
  20663. referenceValue[ 2 ],
  20664. referenceValue[ 3 ]
  20665. ).normalize().conjugate();
  20666. referenceQuat.toArray( referenceValue );
  20667. }
  20668. // Subtract the reference value from all of the track values
  20669. var numTimes = targetTrack.times.length;
  20670. for ( var j = 0; j < numTimes; ++ j ) {
  20671. var valueStart = j * valueSize;
  20672. if ( referenceTrackType === 'quaternion' ) {
  20673. // Multiply the conjugate for quaternion track types
  20674. Quaternion.multiplyQuaternionsFlat(
  20675. targetTrack.values,
  20676. valueStart,
  20677. referenceValue,
  20678. 0,
  20679. targetTrack.values,
  20680. valueStart
  20681. );
  20682. } else {
  20683. // Subtract each value for all other numeric track types
  20684. for ( var k = 0; k < valueSize; ++ k ) {
  20685. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20686. }
  20687. }
  20688. }
  20689. };
  20690. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20691. targetClip.blendMode = AdditiveAnimationBlendMode;
  20692. return targetClip;
  20693. }
  20694. };
  20695. /**
  20696. * Abstract base class of interpolants over parametric samples.
  20697. *
  20698. * The parameter domain is one dimensional, typically the time or a path
  20699. * along a curve defined by the data.
  20700. *
  20701. * The sample values can have any dimensionality and derived classes may
  20702. * apply special interpretations to the data.
  20703. *
  20704. * This class provides the interval seek in a Template Method, deferring
  20705. * the actual interpolation to derived classes.
  20706. *
  20707. * Time complexity is O(1) for linear access crossing at most two points
  20708. * and O(log N) for random access, where N is the number of positions.
  20709. *
  20710. * References:
  20711. *
  20712. * http://www.oodesign.com/template-method-pattern.html
  20713. *
  20714. * @author tschw
  20715. */
  20716. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20717. this.parameterPositions = parameterPositions;
  20718. this._cachedIndex = 0;
  20719. this.resultBuffer = resultBuffer !== undefined ?
  20720. resultBuffer : new sampleValues.constructor( sampleSize );
  20721. this.sampleValues = sampleValues;
  20722. this.valueSize = sampleSize;
  20723. }
  20724. Object.assign( Interpolant.prototype, {
  20725. evaluate: function ( t ) {
  20726. var pp = this.parameterPositions,
  20727. i1 = this._cachedIndex,
  20728. t1 = pp[ i1 ],
  20729. t0 = pp[ i1 - 1 ];
  20730. validate_interval: {
  20731. seek: {
  20732. var right;
  20733. linear_scan: {
  20734. //- See http://jsperf.com/comparison-to-undefined/3
  20735. //- slower code:
  20736. //-
  20737. //- if ( t >= t1 || t1 === undefined ) {
  20738. forward_scan: if ( ! ( t < t1 ) ) {
  20739. for ( var giveUpAt = i1 + 2; ; ) {
  20740. if ( t1 === undefined ) {
  20741. if ( t < t0 ) { break forward_scan; }
  20742. // after end
  20743. i1 = pp.length;
  20744. this._cachedIndex = i1;
  20745. return this.afterEnd_( i1 - 1, t, t0 );
  20746. }
  20747. if ( i1 === giveUpAt ) { break; } // this loop
  20748. t0 = t1;
  20749. t1 = pp[ ++ i1 ];
  20750. if ( t < t1 ) {
  20751. // we have arrived at the sought interval
  20752. break seek;
  20753. }
  20754. }
  20755. // prepare binary search on the right side of the index
  20756. right = pp.length;
  20757. break linear_scan;
  20758. }
  20759. //- slower code:
  20760. //- if ( t < t0 || t0 === undefined ) {
  20761. if ( ! ( t >= t0 ) ) {
  20762. // looping?
  20763. var t1global = pp[ 1 ];
  20764. if ( t < t1global ) {
  20765. i1 = 2; // + 1, using the scan for the details
  20766. t0 = t1global;
  20767. }
  20768. // linear reverse scan
  20769. for ( var giveUpAt$1 = i1 - 2; ; ) {
  20770. if ( t0 === undefined ) {
  20771. // before start
  20772. this._cachedIndex = 0;
  20773. return this.beforeStart_( 0, t, t1 );
  20774. }
  20775. if ( i1 === giveUpAt$1 ) { break; } // this loop
  20776. t1 = t0;
  20777. t0 = pp[ -- i1 - 1 ];
  20778. if ( t >= t0 ) {
  20779. // we have arrived at the sought interval
  20780. break seek;
  20781. }
  20782. }
  20783. // prepare binary search on the left side of the index
  20784. right = i1;
  20785. i1 = 0;
  20786. break linear_scan;
  20787. }
  20788. // the interval is valid
  20789. break validate_interval;
  20790. } // linear scan
  20791. // binary search
  20792. while ( i1 < right ) {
  20793. var mid = ( i1 + right ) >>> 1;
  20794. if ( t < pp[ mid ] ) {
  20795. right = mid;
  20796. } else {
  20797. i1 = mid + 1;
  20798. }
  20799. }
  20800. t1 = pp[ i1 ];
  20801. t0 = pp[ i1 - 1 ];
  20802. // check boundary cases, again
  20803. if ( t0 === undefined ) {
  20804. this._cachedIndex = 0;
  20805. return this.beforeStart_( 0, t, t1 );
  20806. }
  20807. if ( t1 === undefined ) {
  20808. i1 = pp.length;
  20809. this._cachedIndex = i1;
  20810. return this.afterEnd_( i1 - 1, t0, t );
  20811. }
  20812. } // seek
  20813. this._cachedIndex = i1;
  20814. this.intervalChanged_( i1, t0, t1 );
  20815. } // validate_interval
  20816. return this.interpolate_( i1, t0, t, t1 );
  20817. },
  20818. settings: null, // optional, subclass-specific settings structure
  20819. // Note: The indirection allows central control of many interpolants.
  20820. // --- Protected interface
  20821. DefaultSettings_: {},
  20822. getSettings_: function () {
  20823. return this.settings || this.DefaultSettings_;
  20824. },
  20825. copySampleValue_: function ( index ) {
  20826. // copies a sample value to the result buffer
  20827. var result = this.resultBuffer,
  20828. values = this.sampleValues,
  20829. stride = this.valueSize,
  20830. offset = index * stride;
  20831. for ( var i = 0; i !== stride; ++ i ) {
  20832. result[ i ] = values[ offset + i ];
  20833. }
  20834. return result;
  20835. },
  20836. // Template methods for derived classes:
  20837. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20838. throw new Error( 'call to abstract method' );
  20839. // implementations shall return this.resultBuffer
  20840. },
  20841. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20842. // empty
  20843. }
  20844. } );
  20845. // DECLARE ALIAS AFTER assign prototype
  20846. Object.assign( Interpolant.prototype, {
  20847. //( 0, t, t0 ), returns this.resultBuffer
  20848. beforeStart_: Interpolant.prototype.copySampleValue_,
  20849. //( N-1, tN-1, t ), returns this.resultBuffer
  20850. afterEnd_: Interpolant.prototype.copySampleValue_,
  20851. } );
  20852. /**
  20853. * Fast and simple cubic spline interpolant.
  20854. *
  20855. * It was derived from a Hermitian construction setting the first derivative
  20856. * at each sample position to the linear slope between neighboring positions
  20857. * over their parameter interval.
  20858. *
  20859. * @author tschw
  20860. */
  20861. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20862. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20863. this._weightPrev = - 0;
  20864. this._offsetPrev = - 0;
  20865. this._weightNext = - 0;
  20866. this._offsetNext = - 0;
  20867. }
  20868. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20869. constructor: CubicInterpolant,
  20870. DefaultSettings_: {
  20871. endingStart: ZeroCurvatureEnding,
  20872. endingEnd: ZeroCurvatureEnding
  20873. },
  20874. intervalChanged_: function ( i1, t0, t1 ) {
  20875. var pp = this.parameterPositions,
  20876. iPrev = i1 - 2,
  20877. iNext = i1 + 1,
  20878. tPrev = pp[ iPrev ],
  20879. tNext = pp[ iNext ];
  20880. if ( tPrev === undefined ) {
  20881. switch ( this.getSettings_().endingStart ) {
  20882. case ZeroSlopeEnding:
  20883. // f'(t0) = 0
  20884. iPrev = i1;
  20885. tPrev = 2 * t0 - t1;
  20886. break;
  20887. case WrapAroundEnding:
  20888. // use the other end of the curve
  20889. iPrev = pp.length - 2;
  20890. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20891. break;
  20892. default: // ZeroCurvatureEnding
  20893. // f''(t0) = 0 a.k.a. Natural Spline
  20894. iPrev = i1;
  20895. tPrev = t1;
  20896. }
  20897. }
  20898. if ( tNext === undefined ) {
  20899. switch ( this.getSettings_().endingEnd ) {
  20900. case ZeroSlopeEnding:
  20901. // f'(tN) = 0
  20902. iNext = i1;
  20903. tNext = 2 * t1 - t0;
  20904. break;
  20905. case WrapAroundEnding:
  20906. // use the other end of the curve
  20907. iNext = 1;
  20908. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20909. break;
  20910. default: // ZeroCurvatureEnding
  20911. // f''(tN) = 0, a.k.a. Natural Spline
  20912. iNext = i1 - 1;
  20913. tNext = t0;
  20914. }
  20915. }
  20916. var halfDt = ( t1 - t0 ) * 0.5,
  20917. stride = this.valueSize;
  20918. this._weightPrev = halfDt / ( t0 - tPrev );
  20919. this._weightNext = halfDt / ( tNext - t1 );
  20920. this._offsetPrev = iPrev * stride;
  20921. this._offsetNext = iNext * stride;
  20922. },
  20923. interpolate_: function ( i1, t0, t, t1 ) {
  20924. var result = this.resultBuffer,
  20925. values = this.sampleValues,
  20926. stride = this.valueSize,
  20927. o1 = i1 * stride, o0 = o1 - stride,
  20928. oP = this._offsetPrev, oN = this._offsetNext,
  20929. wP = this._weightPrev, wN = this._weightNext,
  20930. p = ( t - t0 ) / ( t1 - t0 ),
  20931. pp = p * p,
  20932. ppp = pp * p;
  20933. // evaluate polynomials
  20934. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20935. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20936. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20937. var sN = wN * ppp - wN * pp;
  20938. // combine data linearly
  20939. for ( var i = 0; i !== stride; ++ i ) {
  20940. result[ i ] =
  20941. sP * values[ oP + i ] +
  20942. s0 * values[ o0 + i ] +
  20943. s1 * values[ o1 + i ] +
  20944. sN * values[ oN + i ];
  20945. }
  20946. return result;
  20947. }
  20948. } );
  20949. /**
  20950. * @author tschw
  20951. */
  20952. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20953. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20954. }
  20955. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20956. constructor: LinearInterpolant,
  20957. interpolate_: function ( i1, t0, t, t1 ) {
  20958. var result = this.resultBuffer,
  20959. values = this.sampleValues,
  20960. stride = this.valueSize,
  20961. offset1 = i1 * stride,
  20962. offset0 = offset1 - stride,
  20963. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20964. weight0 = 1 - weight1;
  20965. for ( var i = 0; i !== stride; ++ i ) {
  20966. result[ i ] =
  20967. values[ offset0 + i ] * weight0 +
  20968. values[ offset1 + i ] * weight1;
  20969. }
  20970. return result;
  20971. }
  20972. } );
  20973. /**
  20974. *
  20975. * Interpolant that evaluates to the sample value at the position preceeding
  20976. * the parameter.
  20977. *
  20978. * @author tschw
  20979. */
  20980. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20981. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20982. }
  20983. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20984. constructor: DiscreteInterpolant,
  20985. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20986. return this.copySampleValue_( i1 - 1 );
  20987. }
  20988. } );
  20989. /**
  20990. *
  20991. * A timed sequence of keyframes for a specific property.
  20992. *
  20993. *
  20994. * @author Ben Houston / http://clara.io/
  20995. * @author David Sarno / http://lighthaus.us/
  20996. * @author tschw
  20997. */
  20998. function KeyframeTrack( name, times, values, interpolation ) {
  20999. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21000. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21001. this.name = name;
  21002. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21003. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21004. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21005. }
  21006. // Static methods
  21007. Object.assign( KeyframeTrack, {
  21008. // Serialization (in static context, because of constructor invocation
  21009. // and automatic invocation of .toJSON):
  21010. toJSON: function ( track ) {
  21011. var trackType = track.constructor;
  21012. var json;
  21013. // derived classes can define a static toJSON method
  21014. if ( trackType.toJSON !== undefined ) {
  21015. json = trackType.toJSON( track );
  21016. } else {
  21017. // by default, we assume the data can be serialized as-is
  21018. json = {
  21019. 'name': track.name,
  21020. 'times': AnimationUtils.convertArray( track.times, Array ),
  21021. 'values': AnimationUtils.convertArray( track.values, Array )
  21022. };
  21023. var interpolation = track.getInterpolation();
  21024. if ( interpolation !== track.DefaultInterpolation ) {
  21025. json.interpolation = interpolation;
  21026. }
  21027. }
  21028. json.type = track.ValueTypeName; // mandatory
  21029. return json;
  21030. }
  21031. } );
  21032. Object.assign( KeyframeTrack.prototype, {
  21033. constructor: KeyframeTrack,
  21034. TimeBufferType: Float32Array,
  21035. ValueBufferType: Float32Array,
  21036. DefaultInterpolation: InterpolateLinear,
  21037. InterpolantFactoryMethodDiscrete: function ( result ) {
  21038. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21039. },
  21040. InterpolantFactoryMethodLinear: function ( result ) {
  21041. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21042. },
  21043. InterpolantFactoryMethodSmooth: function ( result ) {
  21044. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21045. },
  21046. setInterpolation: function ( interpolation ) {
  21047. var factoryMethod;
  21048. switch ( interpolation ) {
  21049. case InterpolateDiscrete:
  21050. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21051. break;
  21052. case InterpolateLinear:
  21053. factoryMethod = this.InterpolantFactoryMethodLinear;
  21054. break;
  21055. case InterpolateSmooth:
  21056. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21057. break;
  21058. }
  21059. if ( factoryMethod === undefined ) {
  21060. var message = "unsupported interpolation for " +
  21061. this.ValueTypeName + " keyframe track named " + this.name;
  21062. if ( this.createInterpolant === undefined ) {
  21063. // fall back to default, unless the default itself is messed up
  21064. if ( interpolation !== this.DefaultInterpolation ) {
  21065. this.setInterpolation( this.DefaultInterpolation );
  21066. } else {
  21067. throw new Error( message ); // fatal, in this case
  21068. }
  21069. }
  21070. console.warn( 'THREE.KeyframeTrack:', message );
  21071. return this;
  21072. }
  21073. this.createInterpolant = factoryMethod;
  21074. return this;
  21075. },
  21076. getInterpolation: function () {
  21077. switch ( this.createInterpolant ) {
  21078. case this.InterpolantFactoryMethodDiscrete:
  21079. return InterpolateDiscrete;
  21080. case this.InterpolantFactoryMethodLinear:
  21081. return InterpolateLinear;
  21082. case this.InterpolantFactoryMethodSmooth:
  21083. return InterpolateSmooth;
  21084. }
  21085. },
  21086. getValueSize: function () {
  21087. return this.values.length / this.times.length;
  21088. },
  21089. // move all keyframes either forwards or backwards in time
  21090. shift: function ( timeOffset ) {
  21091. if ( timeOffset !== 0.0 ) {
  21092. var times = this.times;
  21093. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21094. times[ i ] += timeOffset;
  21095. }
  21096. }
  21097. return this;
  21098. },
  21099. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21100. scale: function ( timeScale ) {
  21101. if ( timeScale !== 1.0 ) {
  21102. var times = this.times;
  21103. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21104. times[ i ] *= timeScale;
  21105. }
  21106. }
  21107. return this;
  21108. },
  21109. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21110. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21111. trim: function ( startTime, endTime ) {
  21112. var times = this.times,
  21113. nKeys = times.length;
  21114. var from = 0,
  21115. to = nKeys - 1;
  21116. while ( from !== nKeys && times[ from ] < startTime ) {
  21117. ++ from;
  21118. }
  21119. while ( to !== - 1 && times[ to ] > endTime ) {
  21120. -- to;
  21121. }
  21122. ++ to; // inclusive -> exclusive bound
  21123. if ( from !== 0 || to !== nKeys ) {
  21124. // empty tracks are forbidden, so keep at least one keyframe
  21125. if ( from >= to ) {
  21126. to = Math.max( to, 1 );
  21127. from = to - 1;
  21128. }
  21129. var stride = this.getValueSize();
  21130. this.times = AnimationUtils.arraySlice( times, from, to );
  21131. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21132. }
  21133. return this;
  21134. },
  21135. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21136. validate: function () {
  21137. var valid = true;
  21138. var valueSize = this.getValueSize();
  21139. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21140. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21141. valid = false;
  21142. }
  21143. var times = this.times,
  21144. values = this.values,
  21145. nKeys = times.length;
  21146. if ( nKeys === 0 ) {
  21147. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21148. valid = false;
  21149. }
  21150. var prevTime = null;
  21151. for ( var i = 0; i !== nKeys; i ++ ) {
  21152. var currTime = times[ i ];
  21153. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21154. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21155. valid = false;
  21156. break;
  21157. }
  21158. if ( prevTime !== null && prevTime > currTime ) {
  21159. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21160. valid = false;
  21161. break;
  21162. }
  21163. prevTime = currTime;
  21164. }
  21165. if ( values !== undefined ) {
  21166. if ( AnimationUtils.isTypedArray( values ) ) {
  21167. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21168. var value = values[ i$1 ];
  21169. if ( isNaN( value ) ) {
  21170. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21171. valid = false;
  21172. break;
  21173. }
  21174. }
  21175. }
  21176. }
  21177. return valid;
  21178. },
  21179. // removes equivalent sequential keys as common in morph target sequences
  21180. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21181. optimize: function () {
  21182. // times or values may be shared with other tracks, so overwriting is unsafe
  21183. var times = AnimationUtils.arraySlice( this.times ),
  21184. values = AnimationUtils.arraySlice( this.values ),
  21185. stride = this.getValueSize(),
  21186. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21187. lastIndex = times.length - 1;
  21188. var writeIndex = 1;
  21189. for ( var i = 1; i < lastIndex; ++ i ) {
  21190. var keep = false;
  21191. var time = times[ i ];
  21192. var timeNext = times[ i + 1 ];
  21193. // remove adjacent keyframes scheduled at the same time
  21194. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21195. if ( ! smoothInterpolation ) {
  21196. // remove unnecessary keyframes same as their neighbors
  21197. var offset = i * stride,
  21198. offsetP = offset - stride,
  21199. offsetN = offset + stride;
  21200. for ( var j = 0; j !== stride; ++ j ) {
  21201. var value = values[ offset + j ];
  21202. if ( value !== values[ offsetP + j ] ||
  21203. value !== values[ offsetN + j ] ) {
  21204. keep = true;
  21205. break;
  21206. }
  21207. }
  21208. } else {
  21209. keep = true;
  21210. }
  21211. }
  21212. // in-place compaction
  21213. if ( keep ) {
  21214. if ( i !== writeIndex ) {
  21215. times[ writeIndex ] = times[ i ];
  21216. var readOffset = i * stride,
  21217. writeOffset = writeIndex * stride;
  21218. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21219. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21220. }
  21221. }
  21222. ++ writeIndex;
  21223. }
  21224. }
  21225. // flush last keyframe (compaction looks ahead)
  21226. if ( lastIndex > 0 ) {
  21227. times[ writeIndex ] = times[ lastIndex ];
  21228. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21229. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21230. }
  21231. ++ writeIndex;
  21232. }
  21233. if ( writeIndex !== times.length ) {
  21234. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21235. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21236. } else {
  21237. this.times = times;
  21238. this.values = values;
  21239. }
  21240. return this;
  21241. },
  21242. clone: function () {
  21243. var times = AnimationUtils.arraySlice( this.times, 0 );
  21244. var values = AnimationUtils.arraySlice( this.values, 0 );
  21245. var TypedKeyframeTrack = this.constructor;
  21246. var track = new TypedKeyframeTrack( this.name, times, values );
  21247. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21248. track.createInterpolant = this.createInterpolant;
  21249. return track;
  21250. }
  21251. } );
  21252. /**
  21253. *
  21254. * A Track of Boolean keyframe values.
  21255. *
  21256. *
  21257. * @author Ben Houston / http://clara.io/
  21258. * @author David Sarno / http://lighthaus.us/
  21259. * @author tschw
  21260. */
  21261. function BooleanKeyframeTrack( name, times, values ) {
  21262. KeyframeTrack.call( this, name, times, values );
  21263. }
  21264. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21265. constructor: BooleanKeyframeTrack,
  21266. ValueTypeName: 'bool',
  21267. ValueBufferType: Array,
  21268. DefaultInterpolation: InterpolateDiscrete,
  21269. InterpolantFactoryMethodLinear: undefined,
  21270. InterpolantFactoryMethodSmooth: undefined
  21271. // Note: Actually this track could have a optimized / compressed
  21272. // representation of a single value and a custom interpolant that
  21273. // computes "firstValue ^ isOdd( index )".
  21274. } );
  21275. /**
  21276. *
  21277. * A Track of keyframe values that represent color.
  21278. *
  21279. *
  21280. * @author Ben Houston / http://clara.io/
  21281. * @author David Sarno / http://lighthaus.us/
  21282. * @author tschw
  21283. */
  21284. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21285. KeyframeTrack.call( this, name, times, values, interpolation );
  21286. }
  21287. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21288. constructor: ColorKeyframeTrack,
  21289. ValueTypeName: 'color'
  21290. // ValueBufferType is inherited
  21291. // DefaultInterpolation is inherited
  21292. // Note: Very basic implementation and nothing special yet.
  21293. // However, this is the place for color space parameterization.
  21294. } );
  21295. /**
  21296. *
  21297. * A Track of numeric keyframe values.
  21298. *
  21299. * @author Ben Houston / http://clara.io/
  21300. * @author David Sarno / http://lighthaus.us/
  21301. * @author tschw
  21302. */
  21303. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21304. KeyframeTrack.call( this, name, times, values, interpolation );
  21305. }
  21306. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21307. constructor: NumberKeyframeTrack,
  21308. ValueTypeName: 'number'
  21309. // ValueBufferType is inherited
  21310. // DefaultInterpolation is inherited
  21311. } );
  21312. /**
  21313. * Spherical linear unit quaternion interpolant.
  21314. *
  21315. * @author tschw
  21316. */
  21317. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21318. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21319. }
  21320. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21321. constructor: QuaternionLinearInterpolant,
  21322. interpolate_: function ( i1, t0, t, t1 ) {
  21323. var result = this.resultBuffer,
  21324. values = this.sampleValues,
  21325. stride = this.valueSize,
  21326. alpha = ( t - t0 ) / ( t1 - t0 );
  21327. var offset = i1 * stride;
  21328. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21329. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21330. }
  21331. return result;
  21332. }
  21333. } );
  21334. /**
  21335. *
  21336. * A Track of quaternion keyframe values.
  21337. *
  21338. * @author Ben Houston / http://clara.io/
  21339. * @author David Sarno / http://lighthaus.us/
  21340. * @author tschw
  21341. */
  21342. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21343. KeyframeTrack.call( this, name, times, values, interpolation );
  21344. }
  21345. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21346. constructor: QuaternionKeyframeTrack,
  21347. ValueTypeName: 'quaternion',
  21348. // ValueBufferType is inherited
  21349. DefaultInterpolation: InterpolateLinear,
  21350. InterpolantFactoryMethodLinear: function ( result ) {
  21351. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21352. },
  21353. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21354. } );
  21355. /**
  21356. *
  21357. * A Track that interpolates Strings
  21358. *
  21359. *
  21360. * @author Ben Houston / http://clara.io/
  21361. * @author David Sarno / http://lighthaus.us/
  21362. * @author tschw
  21363. */
  21364. function StringKeyframeTrack( name, times, values, interpolation ) {
  21365. KeyframeTrack.call( this, name, times, values, interpolation );
  21366. }
  21367. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21368. constructor: StringKeyframeTrack,
  21369. ValueTypeName: 'string',
  21370. ValueBufferType: Array,
  21371. DefaultInterpolation: InterpolateDiscrete,
  21372. InterpolantFactoryMethodLinear: undefined,
  21373. InterpolantFactoryMethodSmooth: undefined
  21374. } );
  21375. /**
  21376. *
  21377. * A Track of vectored keyframe values.
  21378. *
  21379. *
  21380. * @author Ben Houston / http://clara.io/
  21381. * @author David Sarno / http://lighthaus.us/
  21382. * @author tschw
  21383. */
  21384. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21385. KeyframeTrack.call( this, name, times, values, interpolation );
  21386. }
  21387. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21388. constructor: VectorKeyframeTrack,
  21389. ValueTypeName: 'vector'
  21390. // ValueBufferType is inherited
  21391. // DefaultInterpolation is inherited
  21392. } );
  21393. /**
  21394. *
  21395. * Reusable set of Tracks that represent an animation.
  21396. *
  21397. * @author Ben Houston / http://clara.io/
  21398. * @author David Sarno / http://lighthaus.us/
  21399. */
  21400. function AnimationClip( name, duration, tracks, blendMode ) {
  21401. this.name = name;
  21402. this.tracks = tracks;
  21403. this.duration = ( duration !== undefined ) ? duration : - 1;
  21404. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21405. this.uuid = MathUtils.generateUUID();
  21406. // this means it should figure out its duration by scanning the tracks
  21407. if ( this.duration < 0 ) {
  21408. this.resetDuration();
  21409. }
  21410. }
  21411. function getTrackTypeForValueTypeName( typeName ) {
  21412. switch ( typeName.toLowerCase() ) {
  21413. case 'scalar':
  21414. case 'double':
  21415. case 'float':
  21416. case 'number':
  21417. case 'integer':
  21418. return NumberKeyframeTrack;
  21419. case 'vector':
  21420. case 'vector2':
  21421. case 'vector3':
  21422. case 'vector4':
  21423. return VectorKeyframeTrack;
  21424. case 'color':
  21425. return ColorKeyframeTrack;
  21426. case 'quaternion':
  21427. return QuaternionKeyframeTrack;
  21428. case 'bool':
  21429. case 'boolean':
  21430. return BooleanKeyframeTrack;
  21431. case 'string':
  21432. return StringKeyframeTrack;
  21433. }
  21434. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21435. }
  21436. function parseKeyframeTrack( json ) {
  21437. if ( json.type === undefined ) {
  21438. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21439. }
  21440. var trackType = getTrackTypeForValueTypeName( json.type );
  21441. if ( json.times === undefined ) {
  21442. var times = [], values = [];
  21443. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21444. json.times = times;
  21445. json.values = values;
  21446. }
  21447. // derived classes can define a static parse method
  21448. if ( trackType.parse !== undefined ) {
  21449. return trackType.parse( json );
  21450. } else {
  21451. // by default, we assume a constructor compatible with the base
  21452. return new trackType( json.name, json.times, json.values, json.interpolation );
  21453. }
  21454. }
  21455. Object.assign( AnimationClip, {
  21456. parse: function ( json ) {
  21457. var tracks = [],
  21458. jsonTracks = json.tracks,
  21459. frameTime = 1.0 / ( json.fps || 1.0 );
  21460. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21461. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21462. }
  21463. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21464. },
  21465. toJSON: function ( clip ) {
  21466. var tracks = [],
  21467. clipTracks = clip.tracks;
  21468. var json = {
  21469. 'name': clip.name,
  21470. 'duration': clip.duration,
  21471. 'tracks': tracks,
  21472. 'uuid': clip.uuid,
  21473. 'blendMode': clip.blendMode
  21474. };
  21475. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21476. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21477. }
  21478. return json;
  21479. },
  21480. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21481. var numMorphTargets = morphTargetSequence.length;
  21482. var tracks = [];
  21483. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21484. var times = [];
  21485. var values = [];
  21486. times.push(
  21487. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21488. i,
  21489. ( i + 1 ) % numMorphTargets );
  21490. values.push( 0, 1, 0 );
  21491. var order = AnimationUtils.getKeyframeOrder( times );
  21492. times = AnimationUtils.sortedArray( times, 1, order );
  21493. values = AnimationUtils.sortedArray( values, 1, order );
  21494. // if there is a key at the first frame, duplicate it as the
  21495. // last frame as well for perfect loop.
  21496. if ( ! noLoop && times[ 0 ] === 0 ) {
  21497. times.push( numMorphTargets );
  21498. values.push( values[ 0 ] );
  21499. }
  21500. tracks.push(
  21501. new NumberKeyframeTrack(
  21502. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21503. times, values
  21504. ).scale( 1.0 / fps ) );
  21505. }
  21506. return new AnimationClip( name, - 1, tracks );
  21507. },
  21508. findByName: function ( objectOrClipArray, name ) {
  21509. var clipArray = objectOrClipArray;
  21510. if ( ! Array.isArray( objectOrClipArray ) ) {
  21511. var o = objectOrClipArray;
  21512. clipArray = o.geometry && o.geometry.animations || o.animations;
  21513. }
  21514. for ( var i = 0; i < clipArray.length; i ++ ) {
  21515. if ( clipArray[ i ].name === name ) {
  21516. return clipArray[ i ];
  21517. }
  21518. }
  21519. return null;
  21520. },
  21521. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21522. var animationToMorphTargets = {};
  21523. // tested with https://regex101.com/ on trick sequences
  21524. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21525. var pattern = /^([\w-]*?)([\d]+)$/;
  21526. // sort morph target names into animation groups based
  21527. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21528. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21529. var morphTarget = morphTargets[ i ];
  21530. var parts = morphTarget.name.match( pattern );
  21531. if ( parts && parts.length > 1 ) {
  21532. var name = parts[ 1 ];
  21533. var animationMorphTargets = animationToMorphTargets[ name ];
  21534. if ( ! animationMorphTargets ) {
  21535. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21536. }
  21537. animationMorphTargets.push( morphTarget );
  21538. }
  21539. }
  21540. var clips = [];
  21541. for ( var name$1 in animationToMorphTargets ) {
  21542. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21543. }
  21544. return clips;
  21545. },
  21546. // parse the animation.hierarchy format
  21547. parseAnimation: function ( animation, bones ) {
  21548. if ( ! animation ) {
  21549. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21550. return null;
  21551. }
  21552. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21553. // only return track if there are actually keys.
  21554. if ( animationKeys.length !== 0 ) {
  21555. var times = [];
  21556. var values = [];
  21557. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21558. // empty keys are filtered out, so check again
  21559. if ( times.length !== 0 ) {
  21560. destTracks.push( new trackType( trackName, times, values ) );
  21561. }
  21562. }
  21563. };
  21564. var tracks = [];
  21565. var clipName = animation.name || 'default';
  21566. var fps = animation.fps || 30;
  21567. var blendMode = animation.blendMode;
  21568. // automatic length determination in AnimationClip.
  21569. var duration = animation.length || - 1;
  21570. var hierarchyTracks = animation.hierarchy || [];
  21571. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21572. var animationKeys = hierarchyTracks[ h ].keys;
  21573. // skip empty tracks
  21574. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21575. // process morph targets
  21576. if ( animationKeys[ 0 ].morphTargets ) {
  21577. // figure out all morph targets used in this track
  21578. var morphTargetNames = {};
  21579. var k = (void 0);
  21580. for ( k = 0; k < animationKeys.length; k ++ ) {
  21581. if ( animationKeys[ k ].morphTargets ) {
  21582. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21583. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21584. }
  21585. }
  21586. }
  21587. // create a track for each morph target with all zero
  21588. // morphTargetInfluences except for the keys in which
  21589. // the morphTarget is named.
  21590. for ( var morphTargetName in morphTargetNames ) {
  21591. var times = [];
  21592. var values = [];
  21593. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21594. var animationKey = animationKeys[ k ];
  21595. times.push( animationKey.time );
  21596. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21597. }
  21598. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21599. }
  21600. duration = morphTargetNames.length * ( fps || 1.0 );
  21601. } else {
  21602. // ...assume skeletal animation
  21603. var boneName = '.bones[' + bones[ h ].name + ']';
  21604. addNonemptyTrack(
  21605. VectorKeyframeTrack, boneName + '.position',
  21606. animationKeys, 'pos', tracks );
  21607. addNonemptyTrack(
  21608. QuaternionKeyframeTrack, boneName + '.quaternion',
  21609. animationKeys, 'rot', tracks );
  21610. addNonemptyTrack(
  21611. VectorKeyframeTrack, boneName + '.scale',
  21612. animationKeys, 'scl', tracks );
  21613. }
  21614. }
  21615. if ( tracks.length === 0 ) {
  21616. return null;
  21617. }
  21618. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21619. return clip;
  21620. }
  21621. } );
  21622. Object.assign( AnimationClip.prototype, {
  21623. resetDuration: function () {
  21624. var tracks = this.tracks;
  21625. var duration = 0;
  21626. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21627. var track = this.tracks[ i ];
  21628. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21629. }
  21630. this.duration = duration;
  21631. return this;
  21632. },
  21633. trim: function () {
  21634. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21635. this.tracks[ i ].trim( 0, this.duration );
  21636. }
  21637. return this;
  21638. },
  21639. validate: function () {
  21640. var valid = true;
  21641. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21642. valid = valid && this.tracks[ i ].validate();
  21643. }
  21644. return valid;
  21645. },
  21646. optimize: function () {
  21647. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21648. this.tracks[ i ].optimize();
  21649. }
  21650. return this;
  21651. },
  21652. clone: function () {
  21653. var tracks = [];
  21654. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21655. tracks.push( this.tracks[ i ].clone() );
  21656. }
  21657. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21658. }
  21659. } );
  21660. /**
  21661. * @author mrdoob / http://mrdoob.com/
  21662. */
  21663. var Cache = {
  21664. enabled: false,
  21665. files: {},
  21666. add: function ( key, file ) {
  21667. if ( this.enabled === false ) { return; }
  21668. // console.log( 'THREE.Cache', 'Adding key:', key );
  21669. this.files[ key ] = file;
  21670. },
  21671. get: function ( key ) {
  21672. if ( this.enabled === false ) { return; }
  21673. // console.log( 'THREE.Cache', 'Checking key:', key );
  21674. return this.files[ key ];
  21675. },
  21676. remove: function ( key ) {
  21677. delete this.files[ key ];
  21678. },
  21679. clear: function () {
  21680. this.files = {};
  21681. }
  21682. };
  21683. /**
  21684. * @author mrdoob / http://mrdoob.com/
  21685. */
  21686. function LoadingManager( onLoad, onProgress, onError ) {
  21687. var scope = this;
  21688. var isLoading = false;
  21689. var itemsLoaded = 0;
  21690. var itemsTotal = 0;
  21691. var urlModifier = undefined;
  21692. var handlers = [];
  21693. // Refer to #5689 for the reason why we don't set .onStart
  21694. // in the constructor
  21695. this.onStart = undefined;
  21696. this.onLoad = onLoad;
  21697. this.onProgress = onProgress;
  21698. this.onError = onError;
  21699. this.itemStart = function ( url ) {
  21700. itemsTotal ++;
  21701. if ( isLoading === false ) {
  21702. if ( scope.onStart !== undefined ) {
  21703. scope.onStart( url, itemsLoaded, itemsTotal );
  21704. }
  21705. }
  21706. isLoading = true;
  21707. };
  21708. this.itemEnd = function ( url ) {
  21709. itemsLoaded ++;
  21710. if ( scope.onProgress !== undefined ) {
  21711. scope.onProgress( url, itemsLoaded, itemsTotal );
  21712. }
  21713. if ( itemsLoaded === itemsTotal ) {
  21714. isLoading = false;
  21715. if ( scope.onLoad !== undefined ) {
  21716. scope.onLoad();
  21717. }
  21718. }
  21719. };
  21720. this.itemError = function ( url ) {
  21721. if ( scope.onError !== undefined ) {
  21722. scope.onError( url );
  21723. }
  21724. };
  21725. this.resolveURL = function ( url ) {
  21726. if ( urlModifier ) {
  21727. return urlModifier( url );
  21728. }
  21729. return url;
  21730. };
  21731. this.setURLModifier = function ( transform ) {
  21732. urlModifier = transform;
  21733. return this;
  21734. };
  21735. this.addHandler = function ( regex, loader ) {
  21736. handlers.push( regex, loader );
  21737. return this;
  21738. };
  21739. this.removeHandler = function ( regex ) {
  21740. var index = handlers.indexOf( regex );
  21741. if ( index !== - 1 ) {
  21742. handlers.splice( index, 2 );
  21743. }
  21744. return this;
  21745. };
  21746. this.getHandler = function ( file ) {
  21747. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21748. var regex = handlers[ i ];
  21749. var loader = handlers[ i + 1 ];
  21750. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21751. if ( regex.test( file ) ) {
  21752. return loader;
  21753. }
  21754. }
  21755. return null;
  21756. };
  21757. }
  21758. var DefaultLoadingManager = new LoadingManager();
  21759. /**
  21760. * @author alteredq / http://alteredqualia.com/
  21761. */
  21762. function Loader( manager ) {
  21763. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21764. this.crossOrigin = 'anonymous';
  21765. this.path = '';
  21766. this.resourcePath = '';
  21767. this.requestHeader = {};
  21768. }
  21769. Object.assign( Loader.prototype, {
  21770. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21771. loadAsync: function ( url, onProgress ) {
  21772. var scope = this;
  21773. return new Promise( function ( resolve, reject ) {
  21774. scope.load( url, resolve, onProgress, reject );
  21775. } );
  21776. },
  21777. parse: function ( /* data */ ) {},
  21778. setCrossOrigin: function ( crossOrigin ) {
  21779. this.crossOrigin = crossOrigin;
  21780. return this;
  21781. },
  21782. setPath: function ( path ) {
  21783. this.path = path;
  21784. return this;
  21785. },
  21786. setResourcePath: function ( resourcePath ) {
  21787. this.resourcePath = resourcePath;
  21788. return this;
  21789. },
  21790. setRequestHeader: function ( requestHeader ) {
  21791. this.requestHeader = requestHeader;
  21792. return this;
  21793. }
  21794. } );
  21795. /**
  21796. * @author mrdoob / http://mrdoob.com/
  21797. */
  21798. var loading = {};
  21799. function FileLoader( manager ) {
  21800. Loader.call( this, manager );
  21801. }
  21802. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21803. constructor: FileLoader,
  21804. load: function ( url, onLoad, onProgress, onError ) {
  21805. if ( url === undefined ) { url = ''; }
  21806. if ( this.path !== undefined ) { url = this.path + url; }
  21807. url = this.manager.resolveURL( url );
  21808. var scope = this;
  21809. var cached = Cache.get( url );
  21810. if ( cached !== undefined ) {
  21811. scope.manager.itemStart( url );
  21812. setTimeout( function () {
  21813. if ( onLoad ) { onLoad( cached ); }
  21814. scope.manager.itemEnd( url );
  21815. }, 0 );
  21816. return cached;
  21817. }
  21818. // Check if request is duplicate
  21819. if ( loading[ url ] !== undefined ) {
  21820. loading[ url ].push( {
  21821. onLoad: onLoad,
  21822. onProgress: onProgress,
  21823. onError: onError
  21824. } );
  21825. return;
  21826. }
  21827. // Check for data: URI
  21828. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21829. var dataUriRegexResult = url.match( dataUriRegex );
  21830. var request;
  21831. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21832. if ( dataUriRegexResult ) {
  21833. var mimeType = dataUriRegexResult[ 1 ];
  21834. var isBase64 = !! dataUriRegexResult[ 2 ];
  21835. var data = dataUriRegexResult[ 3 ];
  21836. data = decodeURIComponent( data );
  21837. if ( isBase64 ) { data = atob( data ); }
  21838. try {
  21839. var response;
  21840. var responseType = ( this.responseType || '' ).toLowerCase();
  21841. switch ( responseType ) {
  21842. case 'arraybuffer':
  21843. case 'blob':
  21844. var view = new Uint8Array( data.length );
  21845. for ( var i = 0; i < data.length; i ++ ) {
  21846. view[ i ] = data.charCodeAt( i );
  21847. }
  21848. if ( responseType === 'blob' ) {
  21849. response = new Blob( [ view.buffer ], { type: mimeType } );
  21850. } else {
  21851. response = view.buffer;
  21852. }
  21853. break;
  21854. case 'document':
  21855. var parser = new DOMParser();
  21856. response = parser.parseFromString( data, mimeType );
  21857. break;
  21858. case 'json':
  21859. response = JSON.parse( data );
  21860. break;
  21861. default: // 'text' or other
  21862. response = data;
  21863. break;
  21864. }
  21865. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21866. setTimeout( function () {
  21867. if ( onLoad ) { onLoad( response ); }
  21868. scope.manager.itemEnd( url );
  21869. }, 0 );
  21870. } catch ( error ) {
  21871. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21872. setTimeout( function () {
  21873. if ( onError ) { onError( error ); }
  21874. scope.manager.itemError( url );
  21875. scope.manager.itemEnd( url );
  21876. }, 0 );
  21877. }
  21878. } else {
  21879. // Initialise array for duplicate requests
  21880. loading[ url ] = [];
  21881. loading[ url ].push( {
  21882. onLoad: onLoad,
  21883. onProgress: onProgress,
  21884. onError: onError
  21885. } );
  21886. request = new XMLHttpRequest();
  21887. request.open( 'GET', url, true );
  21888. request.addEventListener( 'load', function ( event ) {
  21889. var response = this.response;
  21890. var callbacks = loading[ url ];
  21891. delete loading[ url ];
  21892. if ( this.status === 200 || this.status === 0 ) {
  21893. // Some browsers return HTTP Status 0 when using non-http protocol
  21894. // e.g. 'file://' or 'data://'. Handle as success.
  21895. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21896. // Add to cache only on HTTP success, so that we do not cache
  21897. // error response bodies as proper responses to requests.
  21898. Cache.add( url, response );
  21899. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21900. var callback = callbacks[ i ];
  21901. if ( callback.onLoad ) { callback.onLoad( response ); }
  21902. }
  21903. scope.manager.itemEnd( url );
  21904. } else {
  21905. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  21906. var callback$1 = callbacks[ i$1 ];
  21907. if ( callback$1.onError ) { callback$1.onError( event ); }
  21908. }
  21909. scope.manager.itemError( url );
  21910. scope.manager.itemEnd( url );
  21911. }
  21912. }, false );
  21913. request.addEventListener( 'progress', function ( event ) {
  21914. var callbacks = loading[ url ];
  21915. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21916. var callback = callbacks[ i ];
  21917. if ( callback.onProgress ) { callback.onProgress( event ); }
  21918. }
  21919. }, false );
  21920. request.addEventListener( 'error', function ( event ) {
  21921. var callbacks = loading[ url ];
  21922. delete loading[ url ];
  21923. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21924. var callback = callbacks[ i ];
  21925. if ( callback.onError ) { callback.onError( event ); }
  21926. }
  21927. scope.manager.itemError( url );
  21928. scope.manager.itemEnd( url );
  21929. }, false );
  21930. request.addEventListener( 'abort', function ( event ) {
  21931. var callbacks = loading[ url ];
  21932. delete loading[ url ];
  21933. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21934. var callback = callbacks[ i ];
  21935. if ( callback.onError ) { callback.onError( event ); }
  21936. }
  21937. scope.manager.itemError( url );
  21938. scope.manager.itemEnd( url );
  21939. }, false );
  21940. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21941. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21942. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21943. for ( var header in this.requestHeader ) {
  21944. request.setRequestHeader( header, this.requestHeader[ header ] );
  21945. }
  21946. request.send( null );
  21947. }
  21948. scope.manager.itemStart( url );
  21949. return request;
  21950. },
  21951. setResponseType: function ( value ) {
  21952. this.responseType = value;
  21953. return this;
  21954. },
  21955. setWithCredentials: function ( value ) {
  21956. this.withCredentials = value;
  21957. return this;
  21958. },
  21959. setMimeType: function ( value ) {
  21960. this.mimeType = value;
  21961. return this;
  21962. }
  21963. } );
  21964. /**
  21965. * @author bhouston / http://clara.io/
  21966. */
  21967. function AnimationLoader( manager ) {
  21968. Loader.call( this, manager );
  21969. }
  21970. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21971. constructor: AnimationLoader,
  21972. load: function ( url, onLoad, onProgress, onError ) {
  21973. var scope = this;
  21974. var loader = new FileLoader( scope.manager );
  21975. loader.setPath( scope.path );
  21976. loader.load( url, function ( text ) {
  21977. try {
  21978. onLoad( scope.parse( JSON.parse( text ) ) );
  21979. } catch ( e ) {
  21980. if ( onError ) {
  21981. onError( e );
  21982. } else {
  21983. console.error( e );
  21984. }
  21985. scope.manager.itemError( url );
  21986. }
  21987. }, onProgress, onError );
  21988. },
  21989. parse: function ( json ) {
  21990. var animations = [];
  21991. for ( var i = 0; i < json.length; i ++ ) {
  21992. var clip = AnimationClip.parse( json[ i ] );
  21993. animations.push( clip );
  21994. }
  21995. return animations;
  21996. }
  21997. } );
  21998. /**
  21999. * @author mrdoob / http://mrdoob.com/
  22000. *
  22001. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22002. *
  22003. * Sub classes have to implement the parse() method which will be used in load().
  22004. */
  22005. function CompressedTextureLoader( manager ) {
  22006. Loader.call( this, manager );
  22007. }
  22008. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22009. constructor: CompressedTextureLoader,
  22010. load: function ( url, onLoad, onProgress, onError ) {
  22011. var scope = this;
  22012. var images = [];
  22013. var texture = new CompressedTexture();
  22014. texture.image = images;
  22015. var loader = new FileLoader( this.manager );
  22016. loader.setPath( this.path );
  22017. loader.setResponseType( 'arraybuffer' );
  22018. var loaded = 0;
  22019. function loadTexture( i ) {
  22020. loader.load( url[ i ], function ( buffer ) {
  22021. var texDatas = scope.parse( buffer, true );
  22022. images[ i ] = {
  22023. width: texDatas.width,
  22024. height: texDatas.height,
  22025. format: texDatas.format,
  22026. mipmaps: texDatas.mipmaps
  22027. };
  22028. loaded += 1;
  22029. if ( loaded === 6 ) {
  22030. if ( texDatas.mipmapCount === 1 )
  22031. { texture.minFilter = LinearFilter; }
  22032. texture.format = texDatas.format;
  22033. texture.needsUpdate = true;
  22034. if ( onLoad ) { onLoad( texture ); }
  22035. }
  22036. }, onProgress, onError );
  22037. }
  22038. if ( Array.isArray( url ) ) {
  22039. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22040. loadTexture( i );
  22041. }
  22042. } else {
  22043. // compressed cubemap texture stored in a single DDS file
  22044. loader.load( url, function ( buffer ) {
  22045. var texDatas = scope.parse( buffer, true );
  22046. if ( texDatas.isCubemap ) {
  22047. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22048. for ( var f = 0; f < faces; f ++ ) {
  22049. images[ f ] = { mipmaps: [] };
  22050. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22051. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22052. images[ f ].format = texDatas.format;
  22053. images[ f ].width = texDatas.width;
  22054. images[ f ].height = texDatas.height;
  22055. }
  22056. }
  22057. } else {
  22058. texture.image.width = texDatas.width;
  22059. texture.image.height = texDatas.height;
  22060. texture.mipmaps = texDatas.mipmaps;
  22061. }
  22062. if ( texDatas.mipmapCount === 1 ) {
  22063. texture.minFilter = LinearFilter;
  22064. }
  22065. texture.format = texDatas.format;
  22066. texture.needsUpdate = true;
  22067. if ( onLoad ) { onLoad( texture ); }
  22068. }, onProgress, onError );
  22069. }
  22070. return texture;
  22071. }
  22072. } );
  22073. /**
  22074. * @author Nikos M. / https://github.com/foo123/
  22075. *
  22076. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22077. *
  22078. * Sub classes have to implement the parse() method which will be used in load().
  22079. */
  22080. function DataTextureLoader( manager ) {
  22081. Loader.call( this, manager );
  22082. }
  22083. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22084. constructor: DataTextureLoader,
  22085. load: function ( url, onLoad, onProgress, onError ) {
  22086. var scope = this;
  22087. var texture = new DataTexture();
  22088. var loader = new FileLoader( this.manager );
  22089. loader.setResponseType( 'arraybuffer' );
  22090. loader.setPath( this.path );
  22091. loader.load( url, function ( buffer ) {
  22092. var texData = scope.parse( buffer );
  22093. if ( ! texData ) { return; }
  22094. if ( texData.image !== undefined ) {
  22095. texture.image = texData.image;
  22096. } else if ( texData.data !== undefined ) {
  22097. texture.image.width = texData.width;
  22098. texture.image.height = texData.height;
  22099. texture.image.data = texData.data;
  22100. }
  22101. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22102. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22103. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22104. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22105. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22106. if ( texData.format !== undefined ) {
  22107. texture.format = texData.format;
  22108. }
  22109. if ( texData.type !== undefined ) {
  22110. texture.type = texData.type;
  22111. }
  22112. if ( texData.mipmaps !== undefined ) {
  22113. texture.mipmaps = texData.mipmaps;
  22114. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22115. }
  22116. if ( texData.mipmapCount === 1 ) {
  22117. texture.minFilter = LinearFilter;
  22118. }
  22119. texture.needsUpdate = true;
  22120. if ( onLoad ) { onLoad( texture, texData ); }
  22121. }, onProgress, onError );
  22122. return texture;
  22123. }
  22124. } );
  22125. /**
  22126. * @author mrdoob / http://mrdoob.com/
  22127. */
  22128. function ImageLoader( manager ) {
  22129. Loader.call( this, manager );
  22130. }
  22131. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22132. constructor: ImageLoader,
  22133. load: function ( url, onLoad, onProgress, onError ) {
  22134. if ( this.path !== undefined ) { url = this.path + url; }
  22135. url = this.manager.resolveURL( url );
  22136. var scope = this;
  22137. var cached = Cache.get( url );
  22138. if ( cached !== undefined ) {
  22139. scope.manager.itemStart( url );
  22140. setTimeout( function () {
  22141. if ( onLoad ) { onLoad( cached ); }
  22142. scope.manager.itemEnd( url );
  22143. }, 0 );
  22144. return cached;
  22145. }
  22146. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22147. function onImageLoad() {
  22148. image.removeEventListener( 'load', onImageLoad, false );
  22149. image.removeEventListener( 'error', onImageError, false );
  22150. Cache.add( url, this );
  22151. if ( onLoad ) { onLoad( this ); }
  22152. scope.manager.itemEnd( url );
  22153. }
  22154. function onImageError( event ) {
  22155. image.removeEventListener( 'load', onImageLoad, false );
  22156. image.removeEventListener( 'error', onImageError, false );
  22157. if ( onError ) { onError( event ); }
  22158. scope.manager.itemError( url );
  22159. scope.manager.itemEnd( url );
  22160. }
  22161. image.addEventListener( 'load', onImageLoad, false );
  22162. image.addEventListener( 'error', onImageError, false );
  22163. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22164. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22165. }
  22166. scope.manager.itemStart( url );
  22167. image.src = url;
  22168. return image;
  22169. }
  22170. } );
  22171. /**
  22172. * @author mrdoob / http://mrdoob.com/
  22173. */
  22174. function CubeTextureLoader( manager ) {
  22175. Loader.call( this, manager );
  22176. }
  22177. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22178. constructor: CubeTextureLoader,
  22179. load: function ( urls, onLoad, onProgress, onError ) {
  22180. var texture = new CubeTexture();
  22181. var loader = new ImageLoader( this.manager );
  22182. loader.setCrossOrigin( this.crossOrigin );
  22183. loader.setPath( this.path );
  22184. var loaded = 0;
  22185. function loadTexture( i ) {
  22186. loader.load( urls[ i ], function ( image ) {
  22187. texture.images[ i ] = image;
  22188. loaded ++;
  22189. if ( loaded === 6 ) {
  22190. texture.needsUpdate = true;
  22191. if ( onLoad ) { onLoad( texture ); }
  22192. }
  22193. }, undefined, onError );
  22194. }
  22195. for ( var i = 0; i < urls.length; ++ i ) {
  22196. loadTexture( i );
  22197. }
  22198. return texture;
  22199. }
  22200. } );
  22201. /**
  22202. * @author mrdoob / http://mrdoob.com/
  22203. */
  22204. function TextureLoader( manager ) {
  22205. Loader.call( this, manager );
  22206. }
  22207. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22208. constructor: TextureLoader,
  22209. load: function ( url, onLoad, onProgress, onError ) {
  22210. var texture = new Texture();
  22211. var loader = new ImageLoader( this.manager );
  22212. loader.setCrossOrigin( this.crossOrigin );
  22213. loader.setPath( this.path );
  22214. loader.load( url, function ( image ) {
  22215. texture.image = image;
  22216. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22217. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22218. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22219. texture.needsUpdate = true;
  22220. if ( onLoad !== undefined ) {
  22221. onLoad( texture );
  22222. }
  22223. }, onProgress, onError );
  22224. return texture;
  22225. }
  22226. } );
  22227. /**
  22228. * @author zz85 / http://www.lab4games.net/zz85/blog
  22229. * Extensible curve object
  22230. *
  22231. * Some common of curve methods:
  22232. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22233. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22234. * .getPoints(), .getSpacedPoints()
  22235. * .getLength()
  22236. * .updateArcLengths()
  22237. *
  22238. * This following curves inherit from THREE.Curve:
  22239. *
  22240. * -- 2D curves --
  22241. * THREE.ArcCurve
  22242. * THREE.CubicBezierCurve
  22243. * THREE.EllipseCurve
  22244. * THREE.LineCurve
  22245. * THREE.QuadraticBezierCurve
  22246. * THREE.SplineCurve
  22247. *
  22248. * -- 3D curves --
  22249. * THREE.CatmullRomCurve3
  22250. * THREE.CubicBezierCurve3
  22251. * THREE.LineCurve3
  22252. * THREE.QuadraticBezierCurve3
  22253. *
  22254. * A series of curves can be represented as a THREE.CurvePath.
  22255. *
  22256. **/
  22257. /**************************************************************
  22258. * Abstract Curve base class
  22259. **************************************************************/
  22260. function Curve() {
  22261. this.type = 'Curve';
  22262. this.arcLengthDivisions = 200;
  22263. }
  22264. Object.assign( Curve.prototype, {
  22265. // Virtual base class method to overwrite and implement in subclasses
  22266. // - t [0 .. 1]
  22267. getPoint: function ( /* t, optionalTarget */ ) {
  22268. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22269. return null;
  22270. },
  22271. // Get point at relative position in curve according to arc length
  22272. // - u [0 .. 1]
  22273. getPointAt: function ( u, optionalTarget ) {
  22274. var t = this.getUtoTmapping( u );
  22275. return this.getPoint( t, optionalTarget );
  22276. },
  22277. // Get sequence of points using getPoint( t )
  22278. getPoints: function ( divisions ) {
  22279. if ( divisions === undefined ) { divisions = 5; }
  22280. var points = [];
  22281. for ( var d = 0; d <= divisions; d ++ ) {
  22282. points.push( this.getPoint( d / divisions ) );
  22283. }
  22284. return points;
  22285. },
  22286. // Get sequence of points using getPointAt( u )
  22287. getSpacedPoints: function ( divisions ) {
  22288. if ( divisions === undefined ) { divisions = 5; }
  22289. var points = [];
  22290. for ( var d = 0; d <= divisions; d ++ ) {
  22291. points.push( this.getPointAt( d / divisions ) );
  22292. }
  22293. return points;
  22294. },
  22295. // Get total curve arc length
  22296. getLength: function () {
  22297. var lengths = this.getLengths();
  22298. return lengths[ lengths.length - 1 ];
  22299. },
  22300. // Get list of cumulative segment lengths
  22301. getLengths: function ( divisions ) {
  22302. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22303. if ( this.cacheArcLengths &&
  22304. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22305. ! this.needsUpdate ) {
  22306. return this.cacheArcLengths;
  22307. }
  22308. this.needsUpdate = false;
  22309. var cache = [];
  22310. var current, last = this.getPoint( 0 );
  22311. var sum = 0;
  22312. cache.push( 0 );
  22313. for ( var p = 1; p <= divisions; p ++ ) {
  22314. current = this.getPoint( p / divisions );
  22315. sum += current.distanceTo( last );
  22316. cache.push( sum );
  22317. last = current;
  22318. }
  22319. this.cacheArcLengths = cache;
  22320. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22321. },
  22322. updateArcLengths: function () {
  22323. this.needsUpdate = true;
  22324. this.getLengths();
  22325. },
  22326. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22327. getUtoTmapping: function ( u, distance ) {
  22328. var arcLengths = this.getLengths();
  22329. var i = 0, il = arcLengths.length;
  22330. var targetArcLength; // The targeted u distance value to get
  22331. if ( distance ) {
  22332. targetArcLength = distance;
  22333. } else {
  22334. targetArcLength = u * arcLengths[ il - 1 ];
  22335. }
  22336. // binary search for the index with largest value smaller than target u distance
  22337. var low = 0, high = il - 1, comparison;
  22338. while ( low <= high ) {
  22339. 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
  22340. comparison = arcLengths[ i ] - targetArcLength;
  22341. if ( comparison < 0 ) {
  22342. low = i + 1;
  22343. } else if ( comparison > 0 ) {
  22344. high = i - 1;
  22345. } else {
  22346. high = i;
  22347. break;
  22348. // DONE
  22349. }
  22350. }
  22351. i = high;
  22352. if ( arcLengths[ i ] === targetArcLength ) {
  22353. return i / ( il - 1 );
  22354. }
  22355. // we could get finer grain at lengths, or use simple interpolation between two points
  22356. var lengthBefore = arcLengths[ i ];
  22357. var lengthAfter = arcLengths[ i + 1 ];
  22358. var segmentLength = lengthAfter - lengthBefore;
  22359. // determine where we are between the 'before' and 'after' points
  22360. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22361. // add that fractional amount to t
  22362. var t = ( i + segmentFraction ) / ( il - 1 );
  22363. return t;
  22364. },
  22365. // Returns a unit vector tangent at t
  22366. // In case any sub curve does not implement its tangent derivation,
  22367. // 2 points a small delta apart will be used to find its gradient
  22368. // which seems to give a reasonable approximation
  22369. getTangent: function ( t, optionalTarget ) {
  22370. var delta = 0.0001;
  22371. var t1 = t - delta;
  22372. var t2 = t + delta;
  22373. // Capping in case of danger
  22374. if ( t1 < 0 ) { t1 = 0; }
  22375. if ( t2 > 1 ) { t2 = 1; }
  22376. var pt1 = this.getPoint( t1 );
  22377. var pt2 = this.getPoint( t2 );
  22378. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22379. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22380. return tangent;
  22381. },
  22382. getTangentAt: function ( u, optionalTarget ) {
  22383. var t = this.getUtoTmapping( u );
  22384. return this.getTangent( t, optionalTarget );
  22385. },
  22386. computeFrenetFrames: function ( segments, closed ) {
  22387. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22388. var normal = new Vector3();
  22389. var tangents = [];
  22390. var normals = [];
  22391. var binormals = [];
  22392. var vec = new Vector3();
  22393. var mat = new Matrix4();
  22394. // compute the tangent vectors for each segment on the curve
  22395. for ( var i = 0; i <= segments; i ++ ) {
  22396. var u = i / segments;
  22397. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22398. tangents[ i ].normalize();
  22399. }
  22400. // select an initial normal vector perpendicular to the first tangent vector,
  22401. // and in the direction of the minimum tangent xyz component
  22402. normals[ 0 ] = new Vector3();
  22403. binormals[ 0 ] = new Vector3();
  22404. var min = Number.MAX_VALUE;
  22405. var tx = Math.abs( tangents[ 0 ].x );
  22406. var ty = Math.abs( tangents[ 0 ].y );
  22407. var tz = Math.abs( tangents[ 0 ].z );
  22408. if ( tx <= min ) {
  22409. min = tx;
  22410. normal.set( 1, 0, 0 );
  22411. }
  22412. if ( ty <= min ) {
  22413. min = ty;
  22414. normal.set( 0, 1, 0 );
  22415. }
  22416. if ( tz <= min ) {
  22417. normal.set( 0, 0, 1 );
  22418. }
  22419. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22420. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22421. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22422. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22423. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22424. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22425. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22426. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22427. if ( vec.length() > Number.EPSILON ) {
  22428. vec.normalize();
  22429. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22430. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22431. }
  22432. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22433. }
  22434. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22435. if ( closed === true ) {
  22436. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22437. theta$1 /= segments;
  22438. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22439. theta$1 = - theta$1;
  22440. }
  22441. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22442. // twist a little...
  22443. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22444. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22445. }
  22446. }
  22447. return {
  22448. tangents: tangents,
  22449. normals: normals,
  22450. binormals: binormals
  22451. };
  22452. },
  22453. clone: function () {
  22454. return new this.constructor().copy( this );
  22455. },
  22456. copy: function ( source ) {
  22457. this.arcLengthDivisions = source.arcLengthDivisions;
  22458. return this;
  22459. },
  22460. toJSON: function () {
  22461. var data = {
  22462. metadata: {
  22463. version: 4.5,
  22464. type: 'Curve',
  22465. generator: 'Curve.toJSON'
  22466. }
  22467. };
  22468. data.arcLengthDivisions = this.arcLengthDivisions;
  22469. data.type = this.type;
  22470. return data;
  22471. },
  22472. fromJSON: function ( json ) {
  22473. this.arcLengthDivisions = json.arcLengthDivisions;
  22474. return this;
  22475. }
  22476. } );
  22477. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22478. Curve.call( this );
  22479. this.type = 'EllipseCurve';
  22480. this.aX = aX || 0;
  22481. this.aY = aY || 0;
  22482. this.xRadius = xRadius || 1;
  22483. this.yRadius = yRadius || 1;
  22484. this.aStartAngle = aStartAngle || 0;
  22485. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22486. this.aClockwise = aClockwise || false;
  22487. this.aRotation = aRotation || 0;
  22488. }
  22489. EllipseCurve.prototype = Object.create( Curve.prototype );
  22490. EllipseCurve.prototype.constructor = EllipseCurve;
  22491. EllipseCurve.prototype.isEllipseCurve = true;
  22492. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22493. var point = optionalTarget || new Vector2();
  22494. var twoPi = Math.PI * 2;
  22495. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22496. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22497. // ensures that deltaAngle is 0 .. 2 PI
  22498. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22499. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22500. if ( deltaAngle < Number.EPSILON ) {
  22501. if ( samePoints ) {
  22502. deltaAngle = 0;
  22503. } else {
  22504. deltaAngle = twoPi;
  22505. }
  22506. }
  22507. if ( this.aClockwise === true && ! samePoints ) {
  22508. if ( deltaAngle === twoPi ) {
  22509. deltaAngle = - twoPi;
  22510. } else {
  22511. deltaAngle = deltaAngle - twoPi;
  22512. }
  22513. }
  22514. var angle = this.aStartAngle + t * deltaAngle;
  22515. var x = this.aX + this.xRadius * Math.cos( angle );
  22516. var y = this.aY + this.yRadius * Math.sin( angle );
  22517. if ( this.aRotation !== 0 ) {
  22518. var cos = Math.cos( this.aRotation );
  22519. var sin = Math.sin( this.aRotation );
  22520. var tx = x - this.aX;
  22521. var ty = y - this.aY;
  22522. // Rotate the point about the center of the ellipse.
  22523. x = tx * cos - ty * sin + this.aX;
  22524. y = tx * sin + ty * cos + this.aY;
  22525. }
  22526. return point.set( x, y );
  22527. };
  22528. EllipseCurve.prototype.copy = function ( source ) {
  22529. Curve.prototype.copy.call( this, source );
  22530. this.aX = source.aX;
  22531. this.aY = source.aY;
  22532. this.xRadius = source.xRadius;
  22533. this.yRadius = source.yRadius;
  22534. this.aStartAngle = source.aStartAngle;
  22535. this.aEndAngle = source.aEndAngle;
  22536. this.aClockwise = source.aClockwise;
  22537. this.aRotation = source.aRotation;
  22538. return this;
  22539. };
  22540. EllipseCurve.prototype.toJSON = function () {
  22541. var data = Curve.prototype.toJSON.call( this );
  22542. data.aX = this.aX;
  22543. data.aY = this.aY;
  22544. data.xRadius = this.xRadius;
  22545. data.yRadius = this.yRadius;
  22546. data.aStartAngle = this.aStartAngle;
  22547. data.aEndAngle = this.aEndAngle;
  22548. data.aClockwise = this.aClockwise;
  22549. data.aRotation = this.aRotation;
  22550. return data;
  22551. };
  22552. EllipseCurve.prototype.fromJSON = function ( json ) {
  22553. Curve.prototype.fromJSON.call( this, json );
  22554. this.aX = json.aX;
  22555. this.aY = json.aY;
  22556. this.xRadius = json.xRadius;
  22557. this.yRadius = json.yRadius;
  22558. this.aStartAngle = json.aStartAngle;
  22559. this.aEndAngle = json.aEndAngle;
  22560. this.aClockwise = json.aClockwise;
  22561. this.aRotation = json.aRotation;
  22562. return this;
  22563. };
  22564. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22565. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22566. this.type = 'ArcCurve';
  22567. }
  22568. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22569. ArcCurve.prototype.constructor = ArcCurve;
  22570. ArcCurve.prototype.isArcCurve = true;
  22571. /**
  22572. * @author zz85 https://github.com/zz85
  22573. *
  22574. * Centripetal CatmullRom Curve - which is useful for avoiding
  22575. * cusps and self-intersections in non-uniform catmull rom curves.
  22576. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22577. *
  22578. * curve.type accepts centripetal(default), chordal and catmullrom
  22579. * curve.tension is used for catmullrom which defaults to 0.5
  22580. */
  22581. /*
  22582. Based on an optimized c++ solution in
  22583. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22584. - http://ideone.com/NoEbVM
  22585. This CubicPoly class could be used for reusing some variables and calculations,
  22586. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22587. which can be placed in CurveUtils.
  22588. */
  22589. function CubicPoly() {
  22590. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22591. /*
  22592. * Compute coefficients for a cubic polynomial
  22593. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22594. * such that
  22595. * p(0) = x0, p(1) = x1
  22596. * and
  22597. * p'(0) = t0, p'(1) = t1.
  22598. */
  22599. function init( x0, x1, t0, t1 ) {
  22600. c0 = x0;
  22601. c1 = t0;
  22602. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22603. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22604. }
  22605. return {
  22606. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22607. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22608. },
  22609. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22610. // compute tangents when parameterized in [t1,t2]
  22611. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22612. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22613. // rescale tangents for parametrization in [0,1]
  22614. t1 *= dt1;
  22615. t2 *= dt1;
  22616. init( x1, x2, t1, t2 );
  22617. },
  22618. calc: function ( t ) {
  22619. var t2 = t * t;
  22620. var t3 = t2 * t;
  22621. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22622. }
  22623. };
  22624. }
  22625. //
  22626. var tmp = new Vector3();
  22627. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22628. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22629. Curve.call( this );
  22630. this.type = 'CatmullRomCurve3';
  22631. this.points = points || [];
  22632. this.closed = closed || false;
  22633. this.curveType = curveType || 'centripetal';
  22634. this.tension = tension || 0.5;
  22635. }
  22636. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22637. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22638. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22639. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22640. var point = optionalTarget || new Vector3();
  22641. var points = this.points;
  22642. var l = points.length;
  22643. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22644. var intPoint = Math.floor( p );
  22645. var weight = p - intPoint;
  22646. if ( this.closed ) {
  22647. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22648. } else if ( weight === 0 && intPoint === l - 1 ) {
  22649. intPoint = l - 2;
  22650. weight = 1;
  22651. }
  22652. var p0, p1, p2, p3; // 4 points
  22653. if ( this.closed || intPoint > 0 ) {
  22654. p0 = points[ ( intPoint - 1 ) % l ];
  22655. } else {
  22656. // extrapolate first point
  22657. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22658. p0 = tmp;
  22659. }
  22660. p1 = points[ intPoint % l ];
  22661. p2 = points[ ( intPoint + 1 ) % l ];
  22662. if ( this.closed || intPoint + 2 < l ) {
  22663. p3 = points[ ( intPoint + 2 ) % l ];
  22664. } else {
  22665. // extrapolate last point
  22666. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22667. p3 = tmp;
  22668. }
  22669. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22670. // init Centripetal / Chordal Catmull-Rom
  22671. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22672. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22673. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22674. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22675. // safety check for repeated points
  22676. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22677. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22678. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22679. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22680. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22681. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22682. } else if ( this.curveType === 'catmullrom' ) {
  22683. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22684. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22685. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22686. }
  22687. point.set(
  22688. px.calc( weight ),
  22689. py.calc( weight ),
  22690. pz.calc( weight )
  22691. );
  22692. return point;
  22693. };
  22694. CatmullRomCurve3.prototype.copy = function ( source ) {
  22695. Curve.prototype.copy.call( this, source );
  22696. this.points = [];
  22697. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22698. var point = source.points[ i ];
  22699. this.points.push( point.clone() );
  22700. }
  22701. this.closed = source.closed;
  22702. this.curveType = source.curveType;
  22703. this.tension = source.tension;
  22704. return this;
  22705. };
  22706. CatmullRomCurve3.prototype.toJSON = function () {
  22707. var data = Curve.prototype.toJSON.call( this );
  22708. data.points = [];
  22709. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22710. var point = this.points[ i ];
  22711. data.points.push( point.toArray() );
  22712. }
  22713. data.closed = this.closed;
  22714. data.curveType = this.curveType;
  22715. data.tension = this.tension;
  22716. return data;
  22717. };
  22718. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22719. Curve.prototype.fromJSON.call( this, json );
  22720. this.points = [];
  22721. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22722. var point = json.points[ i ];
  22723. this.points.push( new Vector3().fromArray( point ) );
  22724. }
  22725. this.closed = json.closed;
  22726. this.curveType = json.curveType;
  22727. this.tension = json.tension;
  22728. return this;
  22729. };
  22730. /**
  22731. * @author zz85 / http://www.lab4games.net/zz85/blog
  22732. *
  22733. * Bezier Curves formulas obtained from
  22734. * http://en.wikipedia.org/wiki/Bézier_curve
  22735. */
  22736. function CatmullRom( t, p0, p1, p2, p3 ) {
  22737. var v0 = ( p2 - p0 ) * 0.5;
  22738. var v1 = ( p3 - p1 ) * 0.5;
  22739. var t2 = t * t;
  22740. var t3 = t * t2;
  22741. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22742. }
  22743. //
  22744. function QuadraticBezierP0( t, p ) {
  22745. var k = 1 - t;
  22746. return k * k * p;
  22747. }
  22748. function QuadraticBezierP1( t, p ) {
  22749. return 2 * ( 1 - t ) * t * p;
  22750. }
  22751. function QuadraticBezierP2( t, p ) {
  22752. return t * t * p;
  22753. }
  22754. function QuadraticBezier( t, p0, p1, p2 ) {
  22755. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22756. QuadraticBezierP2( t, p2 );
  22757. }
  22758. //
  22759. function CubicBezierP0( t, p ) {
  22760. var k = 1 - t;
  22761. return k * k * k * p;
  22762. }
  22763. function CubicBezierP1( t, p ) {
  22764. var k = 1 - t;
  22765. return 3 * k * k * t * p;
  22766. }
  22767. function CubicBezierP2( t, p ) {
  22768. return 3 * ( 1 - t ) * t * t * p;
  22769. }
  22770. function CubicBezierP3( t, p ) {
  22771. return t * t * t * p;
  22772. }
  22773. function CubicBezier( t, p0, p1, p2, p3 ) {
  22774. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22775. CubicBezierP3( t, p3 );
  22776. }
  22777. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22778. Curve.call( this );
  22779. this.type = 'CubicBezierCurve';
  22780. this.v0 = v0 || new Vector2();
  22781. this.v1 = v1 || new Vector2();
  22782. this.v2 = v2 || new Vector2();
  22783. this.v3 = v3 || new Vector2();
  22784. }
  22785. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22786. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22787. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22788. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22789. var point = optionalTarget || new Vector2();
  22790. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22791. point.set(
  22792. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22793. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22794. );
  22795. return point;
  22796. };
  22797. CubicBezierCurve.prototype.copy = function ( source ) {
  22798. Curve.prototype.copy.call( this, source );
  22799. this.v0.copy( source.v0 );
  22800. this.v1.copy( source.v1 );
  22801. this.v2.copy( source.v2 );
  22802. this.v3.copy( source.v3 );
  22803. return this;
  22804. };
  22805. CubicBezierCurve.prototype.toJSON = function () {
  22806. var data = Curve.prototype.toJSON.call( this );
  22807. data.v0 = this.v0.toArray();
  22808. data.v1 = this.v1.toArray();
  22809. data.v2 = this.v2.toArray();
  22810. data.v3 = this.v3.toArray();
  22811. return data;
  22812. };
  22813. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22814. Curve.prototype.fromJSON.call( this, json );
  22815. this.v0.fromArray( json.v0 );
  22816. this.v1.fromArray( json.v1 );
  22817. this.v2.fromArray( json.v2 );
  22818. this.v3.fromArray( json.v3 );
  22819. return this;
  22820. };
  22821. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22822. Curve.call( this );
  22823. this.type = 'CubicBezierCurve3';
  22824. this.v0 = v0 || new Vector3();
  22825. this.v1 = v1 || new Vector3();
  22826. this.v2 = v2 || new Vector3();
  22827. this.v3 = v3 || new Vector3();
  22828. }
  22829. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22830. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22831. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22832. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22833. var point = optionalTarget || new Vector3();
  22834. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22835. point.set(
  22836. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22837. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22838. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22839. );
  22840. return point;
  22841. };
  22842. CubicBezierCurve3.prototype.copy = function ( source ) {
  22843. Curve.prototype.copy.call( this, source );
  22844. this.v0.copy( source.v0 );
  22845. this.v1.copy( source.v1 );
  22846. this.v2.copy( source.v2 );
  22847. this.v3.copy( source.v3 );
  22848. return this;
  22849. };
  22850. CubicBezierCurve3.prototype.toJSON = function () {
  22851. var data = Curve.prototype.toJSON.call( this );
  22852. data.v0 = this.v0.toArray();
  22853. data.v1 = this.v1.toArray();
  22854. data.v2 = this.v2.toArray();
  22855. data.v3 = this.v3.toArray();
  22856. return data;
  22857. };
  22858. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22859. Curve.prototype.fromJSON.call( this, json );
  22860. this.v0.fromArray( json.v0 );
  22861. this.v1.fromArray( json.v1 );
  22862. this.v2.fromArray( json.v2 );
  22863. this.v3.fromArray( json.v3 );
  22864. return this;
  22865. };
  22866. function LineCurve( v1, v2 ) {
  22867. Curve.call( this );
  22868. this.type = 'LineCurve';
  22869. this.v1 = v1 || new Vector2();
  22870. this.v2 = v2 || new Vector2();
  22871. }
  22872. LineCurve.prototype = Object.create( Curve.prototype );
  22873. LineCurve.prototype.constructor = LineCurve;
  22874. LineCurve.prototype.isLineCurve = true;
  22875. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22876. var point = optionalTarget || new Vector2();
  22877. if ( t === 1 ) {
  22878. point.copy( this.v2 );
  22879. } else {
  22880. point.copy( this.v2 ).sub( this.v1 );
  22881. point.multiplyScalar( t ).add( this.v1 );
  22882. }
  22883. return point;
  22884. };
  22885. // Line curve is linear, so we can overwrite default getPointAt
  22886. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22887. return this.getPoint( u, optionalTarget );
  22888. };
  22889. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22890. var tangent = optionalTarget || new Vector2();
  22891. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22892. return tangent;
  22893. };
  22894. LineCurve.prototype.copy = function ( source ) {
  22895. Curve.prototype.copy.call( this, source );
  22896. this.v1.copy( source.v1 );
  22897. this.v2.copy( source.v2 );
  22898. return this;
  22899. };
  22900. LineCurve.prototype.toJSON = function () {
  22901. var data = Curve.prototype.toJSON.call( this );
  22902. data.v1 = this.v1.toArray();
  22903. data.v2 = this.v2.toArray();
  22904. return data;
  22905. };
  22906. LineCurve.prototype.fromJSON = function ( json ) {
  22907. Curve.prototype.fromJSON.call( this, json );
  22908. this.v1.fromArray( json.v1 );
  22909. this.v2.fromArray( json.v2 );
  22910. return this;
  22911. };
  22912. function LineCurve3( v1, v2 ) {
  22913. Curve.call( this );
  22914. this.type = 'LineCurve3';
  22915. this.v1 = v1 || new Vector3();
  22916. this.v2 = v2 || new Vector3();
  22917. }
  22918. LineCurve3.prototype = Object.create( Curve.prototype );
  22919. LineCurve3.prototype.constructor = LineCurve3;
  22920. LineCurve3.prototype.isLineCurve3 = true;
  22921. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22922. var point = optionalTarget || new Vector3();
  22923. if ( t === 1 ) {
  22924. point.copy( this.v2 );
  22925. } else {
  22926. point.copy( this.v2 ).sub( this.v1 );
  22927. point.multiplyScalar( t ).add( this.v1 );
  22928. }
  22929. return point;
  22930. };
  22931. // Line curve is linear, so we can overwrite default getPointAt
  22932. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22933. return this.getPoint( u, optionalTarget );
  22934. };
  22935. LineCurve3.prototype.copy = function ( source ) {
  22936. Curve.prototype.copy.call( this, source );
  22937. this.v1.copy( source.v1 );
  22938. this.v2.copy( source.v2 );
  22939. return this;
  22940. };
  22941. LineCurve3.prototype.toJSON = function () {
  22942. var data = Curve.prototype.toJSON.call( this );
  22943. data.v1 = this.v1.toArray();
  22944. data.v2 = this.v2.toArray();
  22945. return data;
  22946. };
  22947. LineCurve3.prototype.fromJSON = function ( json ) {
  22948. Curve.prototype.fromJSON.call( this, json );
  22949. this.v1.fromArray( json.v1 );
  22950. this.v2.fromArray( json.v2 );
  22951. return this;
  22952. };
  22953. function QuadraticBezierCurve( v0, v1, v2 ) {
  22954. Curve.call( this );
  22955. this.type = 'QuadraticBezierCurve';
  22956. this.v0 = v0 || new Vector2();
  22957. this.v1 = v1 || new Vector2();
  22958. this.v2 = v2 || new Vector2();
  22959. }
  22960. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22961. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22962. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22963. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22964. var point = optionalTarget || new Vector2();
  22965. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22966. point.set(
  22967. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22968. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22969. );
  22970. return point;
  22971. };
  22972. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22973. Curve.prototype.copy.call( this, source );
  22974. this.v0.copy( source.v0 );
  22975. this.v1.copy( source.v1 );
  22976. this.v2.copy( source.v2 );
  22977. return this;
  22978. };
  22979. QuadraticBezierCurve.prototype.toJSON = function () {
  22980. var data = Curve.prototype.toJSON.call( this );
  22981. data.v0 = this.v0.toArray();
  22982. data.v1 = this.v1.toArray();
  22983. data.v2 = this.v2.toArray();
  22984. return data;
  22985. };
  22986. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22987. Curve.prototype.fromJSON.call( this, json );
  22988. this.v0.fromArray( json.v0 );
  22989. this.v1.fromArray( json.v1 );
  22990. this.v2.fromArray( json.v2 );
  22991. return this;
  22992. };
  22993. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22994. Curve.call( this );
  22995. this.type = 'QuadraticBezierCurve3';
  22996. this.v0 = v0 || new Vector3();
  22997. this.v1 = v1 || new Vector3();
  22998. this.v2 = v2 || new Vector3();
  22999. }
  23000. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23001. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23002. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23003. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23004. var point = optionalTarget || new Vector3();
  23005. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23006. point.set(
  23007. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23008. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23009. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23010. );
  23011. return point;
  23012. };
  23013. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23014. Curve.prototype.copy.call( this, source );
  23015. this.v0.copy( source.v0 );
  23016. this.v1.copy( source.v1 );
  23017. this.v2.copy( source.v2 );
  23018. return this;
  23019. };
  23020. QuadraticBezierCurve3.prototype.toJSON = function () {
  23021. var data = Curve.prototype.toJSON.call( this );
  23022. data.v0 = this.v0.toArray();
  23023. data.v1 = this.v1.toArray();
  23024. data.v2 = this.v2.toArray();
  23025. return data;
  23026. };
  23027. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23028. Curve.prototype.fromJSON.call( this, json );
  23029. this.v0.fromArray( json.v0 );
  23030. this.v1.fromArray( json.v1 );
  23031. this.v2.fromArray( json.v2 );
  23032. return this;
  23033. };
  23034. function SplineCurve( points /* array of Vector2 */ ) {
  23035. Curve.call( this );
  23036. this.type = 'SplineCurve';
  23037. this.points = points || [];
  23038. }
  23039. SplineCurve.prototype = Object.create( Curve.prototype );
  23040. SplineCurve.prototype.constructor = SplineCurve;
  23041. SplineCurve.prototype.isSplineCurve = true;
  23042. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23043. var point = optionalTarget || new Vector2();
  23044. var points = this.points;
  23045. var p = ( points.length - 1 ) * t;
  23046. var intPoint = Math.floor( p );
  23047. var weight = p - intPoint;
  23048. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23049. var p1 = points[ intPoint ];
  23050. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23051. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23052. point.set(
  23053. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23054. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23055. );
  23056. return point;
  23057. };
  23058. SplineCurve.prototype.copy = function ( source ) {
  23059. Curve.prototype.copy.call( this, source );
  23060. this.points = [];
  23061. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23062. var point = source.points[ i ];
  23063. this.points.push( point.clone() );
  23064. }
  23065. return this;
  23066. };
  23067. SplineCurve.prototype.toJSON = function () {
  23068. var data = Curve.prototype.toJSON.call( this );
  23069. data.points = [];
  23070. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23071. var point = this.points[ i ];
  23072. data.points.push( point.toArray() );
  23073. }
  23074. return data;
  23075. };
  23076. SplineCurve.prototype.fromJSON = function ( json ) {
  23077. Curve.prototype.fromJSON.call( this, json );
  23078. this.points = [];
  23079. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23080. var point = json.points[ i ];
  23081. this.points.push( new Vector2().fromArray( point ) );
  23082. }
  23083. return this;
  23084. };
  23085. var Curves = /*#__PURE__*/Object.freeze({
  23086. __proto__: null,
  23087. ArcCurve: ArcCurve,
  23088. CatmullRomCurve3: CatmullRomCurve3,
  23089. CubicBezierCurve: CubicBezierCurve,
  23090. CubicBezierCurve3: CubicBezierCurve3,
  23091. EllipseCurve: EllipseCurve,
  23092. LineCurve: LineCurve,
  23093. LineCurve3: LineCurve3,
  23094. QuadraticBezierCurve: QuadraticBezierCurve,
  23095. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23096. SplineCurve: SplineCurve
  23097. });
  23098. /**
  23099. * @author zz85 / http://www.lab4games.net/zz85/blog
  23100. *
  23101. **/
  23102. /**************************************************************
  23103. * Curved Path - a curve path is simply a array of connected
  23104. * curves, but retains the api of a curve
  23105. **************************************************************/
  23106. function CurvePath() {
  23107. Curve.call( this );
  23108. this.type = 'CurvePath';
  23109. this.curves = [];
  23110. this.autoClose = false; // Automatically closes the path
  23111. }
  23112. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23113. constructor: CurvePath,
  23114. add: function ( curve ) {
  23115. this.curves.push( curve );
  23116. },
  23117. closePath: function () {
  23118. // Add a line curve if start and end of lines are not connected
  23119. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23120. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23121. if ( ! startPoint.equals( endPoint ) ) {
  23122. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23123. }
  23124. },
  23125. // To get accurate point with reference to
  23126. // entire path distance at time t,
  23127. // following has to be done:
  23128. // 1. Length of each sub path have to be known
  23129. // 2. Locate and identify type of curve
  23130. // 3. Get t for the curve
  23131. // 4. Return curve.getPointAt(t')
  23132. getPoint: function ( t ) {
  23133. var d = t * this.getLength();
  23134. var curveLengths = this.getCurveLengths();
  23135. var i = 0;
  23136. // To think about boundaries points.
  23137. while ( i < curveLengths.length ) {
  23138. if ( curveLengths[ i ] >= d ) {
  23139. var diff = curveLengths[ i ] - d;
  23140. var curve = this.curves[ i ];
  23141. var segmentLength = curve.getLength();
  23142. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23143. return curve.getPointAt( u );
  23144. }
  23145. i ++;
  23146. }
  23147. return null;
  23148. // loop where sum != 0, sum > d , sum+1 <d
  23149. },
  23150. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23151. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23152. // getPoint() depends on getLength
  23153. getLength: function () {
  23154. var lens = this.getCurveLengths();
  23155. return lens[ lens.length - 1 ];
  23156. },
  23157. // cacheLengths must be recalculated.
  23158. updateArcLengths: function () {
  23159. this.needsUpdate = true;
  23160. this.cacheLengths = null;
  23161. this.getCurveLengths();
  23162. },
  23163. // Compute lengths and cache them
  23164. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23165. getCurveLengths: function () {
  23166. // We use cache values if curves and cache array are same length
  23167. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23168. return this.cacheLengths;
  23169. }
  23170. // Get length of sub-curve
  23171. // Push sums into cached array
  23172. var lengths = [];
  23173. var sums = 0;
  23174. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23175. sums += this.curves[ i ].getLength();
  23176. lengths.push( sums );
  23177. }
  23178. this.cacheLengths = lengths;
  23179. return lengths;
  23180. },
  23181. getSpacedPoints: function ( divisions ) {
  23182. if ( divisions === undefined ) { divisions = 40; }
  23183. var points = [];
  23184. for ( var i = 0; i <= divisions; i ++ ) {
  23185. points.push( this.getPoint( i / divisions ) );
  23186. }
  23187. if ( this.autoClose ) {
  23188. points.push( points[ 0 ] );
  23189. }
  23190. return points;
  23191. },
  23192. getPoints: function ( divisions ) {
  23193. divisions = divisions || 12;
  23194. var points = [];
  23195. var last;
  23196. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23197. var curve = curves[ i ];
  23198. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23199. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23200. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23201. : divisions;
  23202. var pts = curve.getPoints( resolution );
  23203. for ( var j = 0; j < pts.length; j ++ ) {
  23204. var point = pts[ j ];
  23205. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23206. points.push( point );
  23207. last = point;
  23208. }
  23209. }
  23210. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23211. points.push( points[ 0 ] );
  23212. }
  23213. return points;
  23214. },
  23215. copy: function ( source ) {
  23216. Curve.prototype.copy.call( this, source );
  23217. this.curves = [];
  23218. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23219. var curve = source.curves[ i ];
  23220. this.curves.push( curve.clone() );
  23221. }
  23222. this.autoClose = source.autoClose;
  23223. return this;
  23224. },
  23225. toJSON: function () {
  23226. var data = Curve.prototype.toJSON.call( this );
  23227. data.autoClose = this.autoClose;
  23228. data.curves = [];
  23229. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23230. var curve = this.curves[ i ];
  23231. data.curves.push( curve.toJSON() );
  23232. }
  23233. return data;
  23234. },
  23235. fromJSON: function ( json ) {
  23236. Curve.prototype.fromJSON.call( this, json );
  23237. this.autoClose = json.autoClose;
  23238. this.curves = [];
  23239. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23240. var curve = json.curves[ i ];
  23241. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23242. }
  23243. return this;
  23244. }
  23245. } );
  23246. /**
  23247. * @author zz85 / http://www.lab4games.net/zz85/blog
  23248. * Creates free form 2d path using series of points, lines or curves.
  23249. **/
  23250. function Path( points ) {
  23251. CurvePath.call( this );
  23252. this.type = 'Path';
  23253. this.currentPoint = new Vector2();
  23254. if ( points ) {
  23255. this.setFromPoints( points );
  23256. }
  23257. }
  23258. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23259. constructor: Path,
  23260. setFromPoints: function ( points ) {
  23261. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23262. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23263. this.lineTo( points[ i ].x, points[ i ].y );
  23264. }
  23265. return this;
  23266. },
  23267. moveTo: function ( x, y ) {
  23268. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23269. return this;
  23270. },
  23271. lineTo: function ( x, y ) {
  23272. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23273. this.curves.push( curve );
  23274. this.currentPoint.set( x, y );
  23275. return this;
  23276. },
  23277. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23278. var curve = new QuadraticBezierCurve(
  23279. this.currentPoint.clone(),
  23280. new Vector2( aCPx, aCPy ),
  23281. new Vector2( aX, aY )
  23282. );
  23283. this.curves.push( curve );
  23284. this.currentPoint.set( aX, aY );
  23285. return this;
  23286. },
  23287. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23288. var curve = new CubicBezierCurve(
  23289. this.currentPoint.clone(),
  23290. new Vector2( aCP1x, aCP1y ),
  23291. new Vector2( aCP2x, aCP2y ),
  23292. new Vector2( aX, aY )
  23293. );
  23294. this.curves.push( curve );
  23295. this.currentPoint.set( aX, aY );
  23296. return this;
  23297. },
  23298. splineThru: function ( pts /*Array of Vector*/ ) {
  23299. var npts = [ this.currentPoint.clone() ].concat( pts );
  23300. var curve = new SplineCurve( npts );
  23301. this.curves.push( curve );
  23302. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23303. return this;
  23304. },
  23305. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23306. var x0 = this.currentPoint.x;
  23307. var y0 = this.currentPoint.y;
  23308. this.absarc( aX + x0, aY + y0, aRadius,
  23309. aStartAngle, aEndAngle, aClockwise );
  23310. return this;
  23311. },
  23312. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23313. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23314. return this;
  23315. },
  23316. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23317. var x0 = this.currentPoint.x;
  23318. var y0 = this.currentPoint.y;
  23319. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23320. return this;
  23321. },
  23322. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23323. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23324. if ( this.curves.length > 0 ) {
  23325. // if a previous curve is present, attempt to join
  23326. var firstPoint = curve.getPoint( 0 );
  23327. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23328. this.lineTo( firstPoint.x, firstPoint.y );
  23329. }
  23330. }
  23331. this.curves.push( curve );
  23332. var lastPoint = curve.getPoint( 1 );
  23333. this.currentPoint.copy( lastPoint );
  23334. return this;
  23335. },
  23336. copy: function ( source ) {
  23337. CurvePath.prototype.copy.call( this, source );
  23338. this.currentPoint.copy( source.currentPoint );
  23339. return this;
  23340. },
  23341. toJSON: function () {
  23342. var data = CurvePath.prototype.toJSON.call( this );
  23343. data.currentPoint = this.currentPoint.toArray();
  23344. return data;
  23345. },
  23346. fromJSON: function ( json ) {
  23347. CurvePath.prototype.fromJSON.call( this, json );
  23348. this.currentPoint.fromArray( json.currentPoint );
  23349. return this;
  23350. }
  23351. } );
  23352. /**
  23353. * @author zz85 / http://www.lab4games.net/zz85/blog
  23354. * Defines a 2d shape plane using paths.
  23355. **/
  23356. // STEP 1 Create a path.
  23357. // STEP 2 Turn path into shape.
  23358. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23359. // STEP 3a - Extract points from each shape, turn to vertices
  23360. // STEP 3b - Triangulate each shape, add faces.
  23361. function Shape( points ) {
  23362. Path.call( this, points );
  23363. this.uuid = MathUtils.generateUUID();
  23364. this.type = 'Shape';
  23365. this.holes = [];
  23366. }
  23367. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23368. constructor: Shape,
  23369. getPointsHoles: function ( divisions ) {
  23370. var holesPts = [];
  23371. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23372. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23373. }
  23374. return holesPts;
  23375. },
  23376. // get points of shape and holes (keypoints based on segments parameter)
  23377. extractPoints: function ( divisions ) {
  23378. return {
  23379. shape: this.getPoints( divisions ),
  23380. holes: this.getPointsHoles( divisions )
  23381. };
  23382. },
  23383. copy: function ( source ) {
  23384. Path.prototype.copy.call( this, source );
  23385. this.holes = [];
  23386. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23387. var hole = source.holes[ i ];
  23388. this.holes.push( hole.clone() );
  23389. }
  23390. return this;
  23391. },
  23392. toJSON: function () {
  23393. var data = Path.prototype.toJSON.call( this );
  23394. data.uuid = this.uuid;
  23395. data.holes = [];
  23396. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23397. var hole = this.holes[ i ];
  23398. data.holes.push( hole.toJSON() );
  23399. }
  23400. return data;
  23401. },
  23402. fromJSON: function ( json ) {
  23403. Path.prototype.fromJSON.call( this, json );
  23404. this.uuid = json.uuid;
  23405. this.holes = [];
  23406. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23407. var hole = json.holes[ i ];
  23408. this.holes.push( new Path().fromJSON( hole ) );
  23409. }
  23410. return this;
  23411. }
  23412. } );
  23413. /**
  23414. * @author mrdoob / http://mrdoob.com/
  23415. * @author alteredq / http://alteredqualia.com/
  23416. */
  23417. function Light( color, intensity ) {
  23418. Object3D.call( this );
  23419. this.type = 'Light';
  23420. this.color = new Color( color );
  23421. this.intensity = intensity !== undefined ? intensity : 1;
  23422. this.receiveShadow = undefined;
  23423. }
  23424. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23425. constructor: Light,
  23426. isLight: true,
  23427. copy: function ( source ) {
  23428. Object3D.prototype.copy.call( this, source );
  23429. this.color.copy( source.color );
  23430. this.intensity = source.intensity;
  23431. return this;
  23432. },
  23433. toJSON: function ( meta ) {
  23434. var data = Object3D.prototype.toJSON.call( this, meta );
  23435. data.object.color = this.color.getHex();
  23436. data.object.intensity = this.intensity;
  23437. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23438. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23439. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23440. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23441. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23442. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23443. return data;
  23444. }
  23445. } );
  23446. /**
  23447. * @author alteredq / http://alteredqualia.com/
  23448. */
  23449. function HemisphereLight( skyColor, groundColor, intensity ) {
  23450. Light.call( this, skyColor, intensity );
  23451. this.type = 'HemisphereLight';
  23452. this.castShadow = undefined;
  23453. this.position.copy( Object3D.DefaultUp );
  23454. this.updateMatrix();
  23455. this.groundColor = new Color( groundColor );
  23456. }
  23457. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23458. constructor: HemisphereLight,
  23459. isHemisphereLight: true,
  23460. copy: function ( source ) {
  23461. Light.prototype.copy.call( this, source );
  23462. this.groundColor.copy( source.groundColor );
  23463. return this;
  23464. }
  23465. } );
  23466. /**
  23467. * @author mrdoob / http://mrdoob.com/
  23468. */
  23469. function LightShadow( camera ) {
  23470. this.camera = camera;
  23471. this.bias = 0;
  23472. this.radius = 1;
  23473. this.mapSize = new Vector2( 512, 512 );
  23474. this.map = null;
  23475. this.mapPass = null;
  23476. this.matrix = new Matrix4();
  23477. this._frustum = new Frustum();
  23478. this._frameExtents = new Vector2( 1, 1 );
  23479. this._viewportCount = 1;
  23480. this._viewports = [
  23481. new Vector4( 0, 0, 1, 1 )
  23482. ];
  23483. }
  23484. Object.assign( LightShadow.prototype, {
  23485. _projScreenMatrix: new Matrix4(),
  23486. _lightPositionWorld: new Vector3(),
  23487. _lookTarget: new Vector3(),
  23488. getViewportCount: function () {
  23489. return this._viewportCount;
  23490. },
  23491. getFrustum: function () {
  23492. return this._frustum;
  23493. },
  23494. updateMatrices: function ( light ) {
  23495. var shadowCamera = this.camera,
  23496. shadowMatrix = this.matrix,
  23497. projScreenMatrix = this._projScreenMatrix,
  23498. lookTarget = this._lookTarget,
  23499. lightPositionWorld = this._lightPositionWorld;
  23500. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23501. shadowCamera.position.copy( lightPositionWorld );
  23502. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23503. shadowCamera.lookAt( lookTarget );
  23504. shadowCamera.updateMatrixWorld();
  23505. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23506. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23507. shadowMatrix.set(
  23508. 0.5, 0.0, 0.0, 0.5,
  23509. 0.0, 0.5, 0.0, 0.5,
  23510. 0.0, 0.0, 0.5, 0.5,
  23511. 0.0, 0.0, 0.0, 1.0
  23512. );
  23513. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23514. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23515. },
  23516. getViewport: function ( viewportIndex ) {
  23517. return this._viewports[ viewportIndex ];
  23518. },
  23519. getFrameExtents: function () {
  23520. return this._frameExtents;
  23521. },
  23522. copy: function ( source ) {
  23523. this.camera = source.camera.clone();
  23524. this.bias = source.bias;
  23525. this.radius = source.radius;
  23526. this.mapSize.copy( source.mapSize );
  23527. return this;
  23528. },
  23529. clone: function () {
  23530. return new this.constructor().copy( this );
  23531. },
  23532. toJSON: function () {
  23533. var object = {};
  23534. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23535. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23536. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23537. object.camera = this.camera.toJSON( false ).object;
  23538. delete object.camera.matrix;
  23539. return object;
  23540. }
  23541. } );
  23542. /**
  23543. * @author mrdoob / http://mrdoob.com/
  23544. */
  23545. function SpotLightShadow() {
  23546. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23547. }
  23548. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23549. constructor: SpotLightShadow,
  23550. isSpotLightShadow: true,
  23551. updateMatrices: function ( light ) {
  23552. var camera = this.camera;
  23553. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23554. var aspect = this.mapSize.width / this.mapSize.height;
  23555. var far = light.distance || camera.far;
  23556. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23557. camera.fov = fov;
  23558. camera.aspect = aspect;
  23559. camera.far = far;
  23560. camera.updateProjectionMatrix();
  23561. }
  23562. LightShadow.prototype.updateMatrices.call( this, light );
  23563. }
  23564. } );
  23565. /**
  23566. * @author alteredq / http://alteredqualia.com/
  23567. */
  23568. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23569. Light.call( this, color, intensity );
  23570. this.type = 'SpotLight';
  23571. this.position.copy( Object3D.DefaultUp );
  23572. this.updateMatrix();
  23573. this.target = new Object3D();
  23574. Object.defineProperty( this, 'power', {
  23575. get: function () {
  23576. // intensity = power per solid angle.
  23577. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23578. return this.intensity * Math.PI;
  23579. },
  23580. set: function ( power ) {
  23581. // intensity = power per solid angle.
  23582. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23583. this.intensity = power / Math.PI;
  23584. }
  23585. } );
  23586. this.distance = ( distance !== undefined ) ? distance : 0;
  23587. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23588. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23589. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23590. this.shadow = new SpotLightShadow();
  23591. }
  23592. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23593. constructor: SpotLight,
  23594. isSpotLight: true,
  23595. copy: function ( source ) {
  23596. Light.prototype.copy.call( this, source );
  23597. this.distance = source.distance;
  23598. this.angle = source.angle;
  23599. this.penumbra = source.penumbra;
  23600. this.decay = source.decay;
  23601. this.target = source.target.clone();
  23602. this.shadow = source.shadow.clone();
  23603. return this;
  23604. }
  23605. } );
  23606. function PointLightShadow() {
  23607. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23608. this._frameExtents = new Vector2( 4, 2 );
  23609. this._viewportCount = 6;
  23610. this._viewports = [
  23611. // These viewports map a cube-map onto a 2D texture with the
  23612. // following orientation:
  23613. //
  23614. // xzXZ
  23615. // y Y
  23616. //
  23617. // X - Positive x direction
  23618. // x - Negative x direction
  23619. // Y - Positive y direction
  23620. // y - Negative y direction
  23621. // Z - Positive z direction
  23622. // z - Negative z direction
  23623. // positive X
  23624. new Vector4( 2, 1, 1, 1 ),
  23625. // negative X
  23626. new Vector4( 0, 1, 1, 1 ),
  23627. // positive Z
  23628. new Vector4( 3, 1, 1, 1 ),
  23629. // negative Z
  23630. new Vector4( 1, 1, 1, 1 ),
  23631. // positive Y
  23632. new Vector4( 3, 0, 1, 1 ),
  23633. // negative Y
  23634. new Vector4( 1, 0, 1, 1 )
  23635. ];
  23636. this._cubeDirections = [
  23637. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23638. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23639. ];
  23640. this._cubeUps = [
  23641. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23642. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23643. ];
  23644. }
  23645. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23646. constructor: PointLightShadow,
  23647. isPointLightShadow: true,
  23648. updateMatrices: function ( light, viewportIndex ) {
  23649. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23650. var camera = this.camera,
  23651. shadowMatrix = this.matrix,
  23652. lightPositionWorld = this._lightPositionWorld,
  23653. lookTarget = this._lookTarget,
  23654. projScreenMatrix = this._projScreenMatrix;
  23655. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23656. camera.position.copy( lightPositionWorld );
  23657. lookTarget.copy( camera.position );
  23658. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23659. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23660. camera.lookAt( lookTarget );
  23661. camera.updateMatrixWorld();
  23662. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23663. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23664. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23665. }
  23666. } );
  23667. /**
  23668. * @author mrdoob / http://mrdoob.com/
  23669. */
  23670. function PointLight( color, intensity, distance, decay ) {
  23671. Light.call( this, color, intensity );
  23672. this.type = 'PointLight';
  23673. Object.defineProperty( this, 'power', {
  23674. get: function () {
  23675. // intensity = power per solid angle.
  23676. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23677. return this.intensity * 4 * Math.PI;
  23678. },
  23679. set: function ( power ) {
  23680. // intensity = power per solid angle.
  23681. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23682. this.intensity = power / ( 4 * Math.PI );
  23683. }
  23684. } );
  23685. this.distance = ( distance !== undefined ) ? distance : 0;
  23686. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23687. this.shadow = new PointLightShadow();
  23688. }
  23689. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23690. constructor: PointLight,
  23691. isPointLight: true,
  23692. copy: function ( source ) {
  23693. Light.prototype.copy.call( this, source );
  23694. this.distance = source.distance;
  23695. this.decay = source.decay;
  23696. this.shadow = source.shadow.clone();
  23697. return this;
  23698. }
  23699. } );
  23700. /**
  23701. * @author alteredq / http://alteredqualia.com/
  23702. * @author arose / http://github.com/arose
  23703. */
  23704. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23705. Camera.call( this );
  23706. this.type = 'OrthographicCamera';
  23707. this.zoom = 1;
  23708. this.view = null;
  23709. this.left = ( left !== undefined ) ? left : - 1;
  23710. this.right = ( right !== undefined ) ? right : 1;
  23711. this.top = ( top !== undefined ) ? top : 1;
  23712. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23713. this.near = ( near !== undefined ) ? near : 0.1;
  23714. this.far = ( far !== undefined ) ? far : 2000;
  23715. this.updateProjectionMatrix();
  23716. }
  23717. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23718. constructor: OrthographicCamera,
  23719. isOrthographicCamera: true,
  23720. copy: function ( source, recursive ) {
  23721. Camera.prototype.copy.call( this, source, recursive );
  23722. this.left = source.left;
  23723. this.right = source.right;
  23724. this.top = source.top;
  23725. this.bottom = source.bottom;
  23726. this.near = source.near;
  23727. this.far = source.far;
  23728. this.zoom = source.zoom;
  23729. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23730. return this;
  23731. },
  23732. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23733. if ( this.view === null ) {
  23734. this.view = {
  23735. enabled: true,
  23736. fullWidth: 1,
  23737. fullHeight: 1,
  23738. offsetX: 0,
  23739. offsetY: 0,
  23740. width: 1,
  23741. height: 1
  23742. };
  23743. }
  23744. this.view.enabled = true;
  23745. this.view.fullWidth = fullWidth;
  23746. this.view.fullHeight = fullHeight;
  23747. this.view.offsetX = x;
  23748. this.view.offsetY = y;
  23749. this.view.width = width;
  23750. this.view.height = height;
  23751. this.updateProjectionMatrix();
  23752. },
  23753. clearViewOffset: function () {
  23754. if ( this.view !== null ) {
  23755. this.view.enabled = false;
  23756. }
  23757. this.updateProjectionMatrix();
  23758. },
  23759. updateProjectionMatrix: function () {
  23760. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23761. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23762. var cx = ( this.right + this.left ) / 2;
  23763. var cy = ( this.top + this.bottom ) / 2;
  23764. var left = cx - dx;
  23765. var right = cx + dx;
  23766. var top = cy + dy;
  23767. var bottom = cy - dy;
  23768. if ( this.view !== null && this.view.enabled ) {
  23769. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23770. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23771. left += scaleW * this.view.offsetX;
  23772. right = left + scaleW * this.view.width;
  23773. top -= scaleH * this.view.offsetY;
  23774. bottom = top - scaleH * this.view.height;
  23775. }
  23776. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23777. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23778. },
  23779. toJSON: function ( meta ) {
  23780. var data = Object3D.prototype.toJSON.call( this, meta );
  23781. data.object.zoom = this.zoom;
  23782. data.object.left = this.left;
  23783. data.object.right = this.right;
  23784. data.object.top = this.top;
  23785. data.object.bottom = this.bottom;
  23786. data.object.near = this.near;
  23787. data.object.far = this.far;
  23788. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23789. return data;
  23790. }
  23791. } );
  23792. /**
  23793. * @author mrdoob / http://mrdoob.com/
  23794. */
  23795. function DirectionalLightShadow() {
  23796. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23797. }
  23798. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23799. constructor: DirectionalLightShadow,
  23800. isDirectionalLightShadow: true,
  23801. updateMatrices: function ( light ) {
  23802. LightShadow.prototype.updateMatrices.call( this, light );
  23803. }
  23804. } );
  23805. /**
  23806. * @author mrdoob / http://mrdoob.com/
  23807. * @author alteredq / http://alteredqualia.com/
  23808. */
  23809. function DirectionalLight( color, intensity ) {
  23810. Light.call( this, color, intensity );
  23811. this.type = 'DirectionalLight';
  23812. this.position.copy( Object3D.DefaultUp );
  23813. this.updateMatrix();
  23814. this.target = new Object3D();
  23815. this.shadow = new DirectionalLightShadow();
  23816. }
  23817. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23818. constructor: DirectionalLight,
  23819. isDirectionalLight: true,
  23820. copy: function ( source ) {
  23821. Light.prototype.copy.call( this, source );
  23822. this.target = source.target.clone();
  23823. this.shadow = source.shadow.clone();
  23824. return this;
  23825. }
  23826. } );
  23827. /**
  23828. * @author mrdoob / http://mrdoob.com/
  23829. */
  23830. function AmbientLight( color, intensity ) {
  23831. Light.call( this, color, intensity );
  23832. this.type = 'AmbientLight';
  23833. this.castShadow = undefined;
  23834. }
  23835. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23836. constructor: AmbientLight,
  23837. isAmbientLight: true
  23838. } );
  23839. /**
  23840. * @author abelnation / http://github.com/abelnation
  23841. */
  23842. function RectAreaLight( color, intensity, width, height ) {
  23843. Light.call( this, color, intensity );
  23844. this.type = 'RectAreaLight';
  23845. this.width = ( width !== undefined ) ? width : 10;
  23846. this.height = ( height !== undefined ) ? height : 10;
  23847. }
  23848. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23849. constructor: RectAreaLight,
  23850. isRectAreaLight: true,
  23851. copy: function ( source ) {
  23852. Light.prototype.copy.call( this, source );
  23853. this.width = source.width;
  23854. this.height = source.height;
  23855. return this;
  23856. },
  23857. toJSON: function ( meta ) {
  23858. var data = Light.prototype.toJSON.call( this, meta );
  23859. data.object.width = this.width;
  23860. data.object.height = this.height;
  23861. return data;
  23862. }
  23863. } );
  23864. /**
  23865. * @author bhouston / http://clara.io
  23866. * @author WestLangley / http://github.com/WestLangley
  23867. *
  23868. * Primary reference:
  23869. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23870. *
  23871. * Secondary reference:
  23872. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23873. */
  23874. // 3-band SH defined by 9 coefficients
  23875. function SphericalHarmonics3() {
  23876. this.coefficients = [];
  23877. for ( var i = 0; i < 9; i ++ ) {
  23878. this.coefficients.push( new Vector3() );
  23879. }
  23880. }
  23881. Object.assign( SphericalHarmonics3.prototype, {
  23882. isSphericalHarmonics3: true,
  23883. set: function ( coefficients ) {
  23884. for ( var i = 0; i < 9; i ++ ) {
  23885. this.coefficients[ i ].copy( coefficients[ i ] );
  23886. }
  23887. return this;
  23888. },
  23889. zero: function () {
  23890. for ( var i = 0; i < 9; i ++ ) {
  23891. this.coefficients[ i ].set( 0, 0, 0 );
  23892. }
  23893. return this;
  23894. },
  23895. // get the radiance in the direction of the normal
  23896. // target is a Vector3
  23897. getAt: function ( normal, target ) {
  23898. // normal is assumed to be unit length
  23899. var x = normal.x, y = normal.y, z = normal.z;
  23900. var coeff = this.coefficients;
  23901. // band 0
  23902. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23903. // band 1
  23904. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23905. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23906. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23907. // band 2
  23908. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23909. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23910. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23911. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23912. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23913. return target;
  23914. },
  23915. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23916. // target is a Vector3
  23917. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23918. getIrradianceAt: function ( normal, target ) {
  23919. // normal is assumed to be unit length
  23920. var x = normal.x, y = normal.y, z = normal.z;
  23921. var coeff = this.coefficients;
  23922. // band 0
  23923. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23924. // band 1
  23925. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23926. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23927. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23928. // band 2
  23929. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23930. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23931. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23932. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23933. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23934. return target;
  23935. },
  23936. add: function ( sh ) {
  23937. for ( var i = 0; i < 9; i ++ ) {
  23938. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23939. }
  23940. return this;
  23941. },
  23942. addScaledSH: function ( sh, s ) {
  23943. for ( var i = 0; i < 9; i ++ ) {
  23944. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23945. }
  23946. return this;
  23947. },
  23948. scale: function ( s ) {
  23949. for ( var i = 0; i < 9; i ++ ) {
  23950. this.coefficients[ i ].multiplyScalar( s );
  23951. }
  23952. return this;
  23953. },
  23954. lerp: function ( sh, alpha ) {
  23955. for ( var i = 0; i < 9; i ++ ) {
  23956. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23957. }
  23958. return this;
  23959. },
  23960. equals: function ( sh ) {
  23961. for ( var i = 0; i < 9; i ++ ) {
  23962. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23963. return false;
  23964. }
  23965. }
  23966. return true;
  23967. },
  23968. copy: function ( sh ) {
  23969. return this.set( sh.coefficients );
  23970. },
  23971. clone: function () {
  23972. return new this.constructor().copy( this );
  23973. },
  23974. fromArray: function ( array, offset ) {
  23975. if ( offset === undefined ) { offset = 0; }
  23976. var coefficients = this.coefficients;
  23977. for ( var i = 0; i < 9; i ++ ) {
  23978. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23979. }
  23980. return this;
  23981. },
  23982. toArray: function ( array, offset ) {
  23983. if ( array === undefined ) { array = []; }
  23984. if ( offset === undefined ) { offset = 0; }
  23985. var coefficients = this.coefficients;
  23986. for ( var i = 0; i < 9; i ++ ) {
  23987. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23988. }
  23989. return array;
  23990. }
  23991. } );
  23992. Object.assign( SphericalHarmonics3, {
  23993. // evaluate the basis functions
  23994. // shBasis is an Array[ 9 ]
  23995. getBasisAt: function ( normal, shBasis ) {
  23996. // normal is assumed to be unit length
  23997. var x = normal.x, y = normal.y, z = normal.z;
  23998. // band 0
  23999. shBasis[ 0 ] = 0.282095;
  24000. // band 1
  24001. shBasis[ 1 ] = 0.488603 * y;
  24002. shBasis[ 2 ] = 0.488603 * z;
  24003. shBasis[ 3 ] = 0.488603 * x;
  24004. // band 2
  24005. shBasis[ 4 ] = 1.092548 * x * y;
  24006. shBasis[ 5 ] = 1.092548 * y * z;
  24007. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24008. shBasis[ 7 ] = 1.092548 * x * z;
  24009. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24010. }
  24011. } );
  24012. /**
  24013. * @author WestLangley / http://github.com/WestLangley
  24014. *
  24015. * A LightProbe is a source of indirect-diffuse light
  24016. */
  24017. function LightProbe( sh, intensity ) {
  24018. Light.call( this, undefined, intensity );
  24019. this.type = 'LightProbe';
  24020. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24021. }
  24022. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24023. constructor: LightProbe,
  24024. isLightProbe: true,
  24025. copy: function ( source ) {
  24026. Light.prototype.copy.call( this, source );
  24027. this.sh.copy( source.sh );
  24028. return this;
  24029. },
  24030. fromJSON: function ( json ) {
  24031. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24032. this.sh.fromArray( json.sh );
  24033. return this;
  24034. },
  24035. toJSON: function ( meta ) {
  24036. var data = Light.prototype.toJSON.call( this, meta );
  24037. data.object.sh = this.sh.toArray();
  24038. return data;
  24039. }
  24040. } );
  24041. /**
  24042. * @author mrdoob / http://mrdoob.com/
  24043. */
  24044. function MaterialLoader( manager ) {
  24045. Loader.call( this, manager );
  24046. this.textures = {};
  24047. }
  24048. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24049. constructor: MaterialLoader,
  24050. load: function ( url, onLoad, onProgress, onError ) {
  24051. var scope = this;
  24052. var loader = new FileLoader( scope.manager );
  24053. loader.setPath( scope.path );
  24054. loader.load( url, function ( text ) {
  24055. try {
  24056. onLoad( scope.parse( JSON.parse( text ) ) );
  24057. } catch ( e ) {
  24058. if ( onError ) {
  24059. onError( e );
  24060. } else {
  24061. console.error( e );
  24062. }
  24063. scope.manager.itemError( url );
  24064. }
  24065. }, onProgress, onError );
  24066. },
  24067. parse: function ( json ) {
  24068. var textures = this.textures;
  24069. function getTexture( name ) {
  24070. if ( textures[ name ] === undefined ) {
  24071. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24072. }
  24073. return textures[ name ];
  24074. }
  24075. var material = new Materials[ json.type ]();
  24076. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24077. if ( json.name !== undefined ) { material.name = json.name; }
  24078. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24079. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24080. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24081. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24082. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24083. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24084. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24085. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24086. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24087. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24088. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24089. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24090. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24091. if ( json.side !== undefined ) { material.side = json.side; }
  24092. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24093. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24094. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24095. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24096. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24097. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24098. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24099. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24100. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24101. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24102. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24103. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24104. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24105. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24106. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24107. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24108. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24109. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24110. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24111. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24112. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24113. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24114. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24115. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24116. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24117. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24118. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24119. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24120. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24121. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24122. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24123. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24124. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24125. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24126. if ( json.vertexColors !== undefined ) {
  24127. if ( typeof json.vertexColors === 'number' ) {
  24128. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24129. } else {
  24130. material.vertexColors = json.vertexColors;
  24131. }
  24132. }
  24133. // Shader Material
  24134. if ( json.uniforms !== undefined ) {
  24135. for ( var name in json.uniforms ) {
  24136. var uniform = json.uniforms[ name ];
  24137. material.uniforms[ name ] = {};
  24138. switch ( uniform.type ) {
  24139. case 't':
  24140. material.uniforms[ name ].value = getTexture( uniform.value );
  24141. break;
  24142. case 'c':
  24143. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24144. break;
  24145. case 'v2':
  24146. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24147. break;
  24148. case 'v3':
  24149. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24150. break;
  24151. case 'v4':
  24152. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24153. break;
  24154. case 'm3':
  24155. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24156. case 'm4':
  24157. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24158. break;
  24159. default:
  24160. material.uniforms[ name ].value = uniform.value;
  24161. }
  24162. }
  24163. }
  24164. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24165. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24166. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24167. if ( json.extensions !== undefined ) {
  24168. for ( var key in json.extensions ) {
  24169. material.extensions[ key ] = json.extensions[ key ];
  24170. }
  24171. }
  24172. // Deprecated
  24173. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24174. // for PointsMaterial
  24175. if ( json.size !== undefined ) { material.size = json.size; }
  24176. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24177. // maps
  24178. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24179. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24180. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24181. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24182. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24183. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24184. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24185. if ( json.normalScale !== undefined ) {
  24186. var normalScale = json.normalScale;
  24187. if ( Array.isArray( normalScale ) === false ) {
  24188. // Blender exporter used to export a scalar. See #7459
  24189. normalScale = [ normalScale, normalScale ];
  24190. }
  24191. material.normalScale = new Vector2().fromArray( normalScale );
  24192. }
  24193. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24194. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24195. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24196. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24197. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24198. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24199. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24200. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24201. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24202. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24203. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24204. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24205. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24206. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24207. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24208. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24209. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24210. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24211. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24212. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24213. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24214. return material;
  24215. },
  24216. setTextures: function ( value ) {
  24217. this.textures = value;
  24218. return this;
  24219. }
  24220. } );
  24221. /**
  24222. * @author Don McCurdy / https://www.donmccurdy.com
  24223. */
  24224. var LoaderUtils = {
  24225. decodeText: function ( array ) {
  24226. if ( typeof TextDecoder !== 'undefined' ) {
  24227. return new TextDecoder().decode( array );
  24228. }
  24229. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24230. // throws a "maximum call stack size exceeded" error for large arrays.
  24231. var s = '';
  24232. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24233. // Implicitly assumes little-endian.
  24234. s += String.fromCharCode( array[ i ] );
  24235. }
  24236. try {
  24237. // merges multi-byte utf-8 characters.
  24238. return decodeURIComponent( escape( s ) );
  24239. } catch ( e ) { // see #16358
  24240. return s;
  24241. }
  24242. },
  24243. extractUrlBase: function ( url ) {
  24244. var index = url.lastIndexOf( '/' );
  24245. if ( index === - 1 ) { return './'; }
  24246. return url.substr( 0, index + 1 );
  24247. }
  24248. };
  24249. /**
  24250. * @author benaadams / https://twitter.com/ben_a_adams
  24251. */
  24252. function InstancedBufferGeometry() {
  24253. BufferGeometry.call( this );
  24254. this.type = 'InstancedBufferGeometry';
  24255. this.instanceCount = Infinity;
  24256. }
  24257. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24258. constructor: InstancedBufferGeometry,
  24259. isInstancedBufferGeometry: true,
  24260. copy: function ( source ) {
  24261. BufferGeometry.prototype.copy.call( this, source );
  24262. this.instanceCount = source.instanceCount;
  24263. return this;
  24264. },
  24265. clone: function () {
  24266. return new this.constructor().copy( this );
  24267. },
  24268. toJSON: function () {
  24269. var data = BufferGeometry.prototype.toJSON.call( this );
  24270. data.instanceCount = this.instanceCount;
  24271. data.isInstancedBufferGeometry = true;
  24272. return data;
  24273. }
  24274. } );
  24275. /**
  24276. * @author benaadams / https://twitter.com/ben_a_adams
  24277. */
  24278. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24279. if ( typeof ( normalized ) === 'number' ) {
  24280. meshPerAttribute = normalized;
  24281. normalized = false;
  24282. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24283. }
  24284. BufferAttribute.call( this, array, itemSize, normalized );
  24285. this.meshPerAttribute = meshPerAttribute || 1;
  24286. }
  24287. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24288. constructor: InstancedBufferAttribute,
  24289. isInstancedBufferAttribute: true,
  24290. copy: function ( source ) {
  24291. BufferAttribute.prototype.copy.call( this, source );
  24292. this.meshPerAttribute = source.meshPerAttribute;
  24293. return this;
  24294. },
  24295. toJSON: function () {
  24296. var data = BufferAttribute.prototype.toJSON.call( this );
  24297. data.meshPerAttribute = this.meshPerAttribute;
  24298. data.isInstancedBufferAttribute = true;
  24299. return data;
  24300. }
  24301. } );
  24302. /**
  24303. * @author mrdoob / http://mrdoob.com/
  24304. */
  24305. function BufferGeometryLoader( manager ) {
  24306. Loader.call( this, manager );
  24307. }
  24308. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24309. constructor: BufferGeometryLoader,
  24310. load: function ( url, onLoad, onProgress, onError ) {
  24311. var scope = this;
  24312. var loader = new FileLoader( scope.manager );
  24313. loader.setPath( scope.path );
  24314. loader.load( url, function ( text ) {
  24315. try {
  24316. onLoad( scope.parse( JSON.parse( text ) ) );
  24317. } catch ( e ) {
  24318. if ( onError ) {
  24319. onError( e );
  24320. } else {
  24321. console.error( e );
  24322. }
  24323. scope.manager.itemError( url );
  24324. }
  24325. }, onProgress, onError );
  24326. },
  24327. parse: function ( json ) {
  24328. var interleavedBufferMap = {};
  24329. var arrayBufferMap = {};
  24330. function getInterleavedBuffer( json, uuid ) {
  24331. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24332. var interleavedBuffers = json.interleavedBuffers;
  24333. var interleavedBuffer = interleavedBuffers[ uuid ];
  24334. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24335. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24336. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24337. ib.uuid = interleavedBuffer.uuid;
  24338. interleavedBufferMap[ uuid ] = ib;
  24339. return ib;
  24340. }
  24341. function getArrayBuffer( json, uuid ) {
  24342. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24343. var arrayBuffers = json.arrayBuffers;
  24344. var arrayBuffer = arrayBuffers[ uuid ];
  24345. var ab = new Uint32Array( arrayBuffer ).buffer;
  24346. arrayBufferMap[ uuid ] = ab;
  24347. return ab;
  24348. }
  24349. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24350. var index = json.data.index;
  24351. if ( index !== undefined ) {
  24352. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24353. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24354. }
  24355. var attributes = json.data.attributes;
  24356. for ( var key in attributes ) {
  24357. var attribute = attributes[ key ];
  24358. var bufferAttribute = (void 0);
  24359. if ( attribute.isInterleavedBufferAttribute ) {
  24360. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24361. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24362. } else {
  24363. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24364. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24365. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24366. }
  24367. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24368. geometry.setAttribute( key, bufferAttribute );
  24369. }
  24370. var morphAttributes = json.data.morphAttributes;
  24371. if ( morphAttributes ) {
  24372. for ( var key$1 in morphAttributes ) {
  24373. var attributeArray = morphAttributes[ key$1 ];
  24374. var array = [];
  24375. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24376. var attribute$1 = attributeArray[ i ];
  24377. var bufferAttribute$1 = (void 0);
  24378. if ( attribute$1.isInterleavedBufferAttribute ) {
  24379. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24380. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24381. } else {
  24382. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24383. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24384. }
  24385. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24386. array.push( bufferAttribute$1 );
  24387. }
  24388. geometry.morphAttributes[ key$1 ] = array;
  24389. }
  24390. }
  24391. var morphTargetsRelative = json.data.morphTargetsRelative;
  24392. if ( morphTargetsRelative ) {
  24393. geometry.morphTargetsRelative = true;
  24394. }
  24395. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24396. if ( groups !== undefined ) {
  24397. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24398. var group = groups[ i$1 ];
  24399. geometry.addGroup( group.start, group.count, group.materialIndex );
  24400. }
  24401. }
  24402. var boundingSphere = json.data.boundingSphere;
  24403. if ( boundingSphere !== undefined ) {
  24404. var center = new Vector3();
  24405. if ( boundingSphere.center !== undefined ) {
  24406. center.fromArray( boundingSphere.center );
  24407. }
  24408. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24409. }
  24410. if ( json.name ) { geometry.name = json.name; }
  24411. if ( json.userData ) { geometry.userData = json.userData; }
  24412. return geometry;
  24413. }
  24414. } );
  24415. var TYPED_ARRAYS = {
  24416. Int8Array: Int8Array,
  24417. Uint8Array: Uint8Array,
  24418. // Workaround for IE11 pre KB2929437. See #11440
  24419. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24420. Int16Array: Int16Array,
  24421. Uint16Array: Uint16Array,
  24422. Int32Array: Int32Array,
  24423. Uint32Array: Uint32Array,
  24424. Float32Array: Float32Array,
  24425. Float64Array: Float64Array
  24426. };
  24427. /**
  24428. * @author mrdoob / http://mrdoob.com/
  24429. */
  24430. function ObjectLoader( manager ) {
  24431. Loader.call( this, manager );
  24432. }
  24433. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24434. constructor: ObjectLoader,
  24435. load: function ( url, onLoad, onProgress, onError ) {
  24436. var scope = this;
  24437. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24438. this.resourcePath = this.resourcePath || path;
  24439. var loader = new FileLoader( scope.manager );
  24440. loader.setPath( this.path );
  24441. loader.load( url, function ( text ) {
  24442. var json = null;
  24443. try {
  24444. json = JSON.parse( text );
  24445. } catch ( error ) {
  24446. if ( onError !== undefined ) { onError( error ); }
  24447. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24448. return;
  24449. }
  24450. var metadata = json.metadata;
  24451. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24452. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24453. return;
  24454. }
  24455. scope.parse( json, onLoad );
  24456. }, onProgress, onError );
  24457. },
  24458. parse: function ( json, onLoad ) {
  24459. var shapes = this.parseShape( json.shapes );
  24460. var geometries = this.parseGeometries( json.geometries, shapes );
  24461. var images = this.parseImages( json.images, function () {
  24462. if ( onLoad !== undefined ) { onLoad( object ); }
  24463. } );
  24464. var textures = this.parseTextures( json.textures, images );
  24465. var materials = this.parseMaterials( json.materials, textures );
  24466. var object = this.parseObject( json.object, geometries, materials );
  24467. if ( json.animations ) {
  24468. object.animations = this.parseAnimations( json.animations );
  24469. }
  24470. if ( json.images === undefined || json.images.length === 0 ) {
  24471. if ( onLoad !== undefined ) { onLoad( object ); }
  24472. }
  24473. return object;
  24474. },
  24475. parseShape: function ( json ) {
  24476. var shapes = {};
  24477. if ( json !== undefined ) {
  24478. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24479. var shape = new Shape().fromJSON( json[ i ] );
  24480. shapes[ shape.uuid ] = shape;
  24481. }
  24482. }
  24483. return shapes;
  24484. },
  24485. parseGeometries: function ( json, shapes ) {
  24486. var geometries = {};
  24487. var geometryShapes;
  24488. if ( json !== undefined ) {
  24489. var bufferGeometryLoader = new BufferGeometryLoader();
  24490. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24491. var geometry = (void 0);
  24492. var data = json[ i ];
  24493. switch ( data.type ) {
  24494. case 'PlaneGeometry':
  24495. case 'PlaneBufferGeometry':
  24496. geometry = new Geometries[ data.type ](
  24497. data.width,
  24498. data.height,
  24499. data.widthSegments,
  24500. data.heightSegments
  24501. );
  24502. break;
  24503. case 'BoxGeometry':
  24504. case 'BoxBufferGeometry':
  24505. case 'CubeGeometry': // backwards compatible
  24506. geometry = new Geometries[ data.type ](
  24507. data.width,
  24508. data.height,
  24509. data.depth,
  24510. data.widthSegments,
  24511. data.heightSegments,
  24512. data.depthSegments
  24513. );
  24514. break;
  24515. case 'CircleGeometry':
  24516. case 'CircleBufferGeometry':
  24517. geometry = new Geometries[ data.type ](
  24518. data.radius,
  24519. data.segments,
  24520. data.thetaStart,
  24521. data.thetaLength
  24522. );
  24523. break;
  24524. case 'CylinderGeometry':
  24525. case 'CylinderBufferGeometry':
  24526. geometry = new Geometries[ data.type ](
  24527. data.radiusTop,
  24528. data.radiusBottom,
  24529. data.height,
  24530. data.radialSegments,
  24531. data.heightSegments,
  24532. data.openEnded,
  24533. data.thetaStart,
  24534. data.thetaLength
  24535. );
  24536. break;
  24537. case 'ConeGeometry':
  24538. case 'ConeBufferGeometry':
  24539. geometry = new Geometries[ data.type ](
  24540. data.radius,
  24541. data.height,
  24542. data.radialSegments,
  24543. data.heightSegments,
  24544. data.openEnded,
  24545. data.thetaStart,
  24546. data.thetaLength
  24547. );
  24548. break;
  24549. case 'SphereGeometry':
  24550. case 'SphereBufferGeometry':
  24551. geometry = new Geometries[ data.type ](
  24552. data.radius,
  24553. data.widthSegments,
  24554. data.heightSegments,
  24555. data.phiStart,
  24556. data.phiLength,
  24557. data.thetaStart,
  24558. data.thetaLength
  24559. );
  24560. break;
  24561. case 'DodecahedronGeometry':
  24562. case 'DodecahedronBufferGeometry':
  24563. case 'IcosahedronGeometry':
  24564. case 'IcosahedronBufferGeometry':
  24565. case 'OctahedronGeometry':
  24566. case 'OctahedronBufferGeometry':
  24567. case 'TetrahedronGeometry':
  24568. case 'TetrahedronBufferGeometry':
  24569. geometry = new Geometries[ data.type ](
  24570. data.radius,
  24571. data.detail
  24572. );
  24573. break;
  24574. case 'RingGeometry':
  24575. case 'RingBufferGeometry':
  24576. geometry = new Geometries[ data.type ](
  24577. data.innerRadius,
  24578. data.outerRadius,
  24579. data.thetaSegments,
  24580. data.phiSegments,
  24581. data.thetaStart,
  24582. data.thetaLength
  24583. );
  24584. break;
  24585. case 'TorusGeometry':
  24586. case 'TorusBufferGeometry':
  24587. geometry = new Geometries[ data.type ](
  24588. data.radius,
  24589. data.tube,
  24590. data.radialSegments,
  24591. data.tubularSegments,
  24592. data.arc
  24593. );
  24594. break;
  24595. case 'TorusKnotGeometry':
  24596. case 'TorusKnotBufferGeometry':
  24597. geometry = new Geometries[ data.type ](
  24598. data.radius,
  24599. data.tube,
  24600. data.tubularSegments,
  24601. data.radialSegments,
  24602. data.p,
  24603. data.q
  24604. );
  24605. break;
  24606. case 'TubeGeometry':
  24607. case 'TubeBufferGeometry':
  24608. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24609. // User defined curves or instances of CurvePath will not be deserialized.
  24610. geometry = new Geometries[ data.type ](
  24611. new Curves[ data.path.type ]().fromJSON( data.path ),
  24612. data.tubularSegments,
  24613. data.radius,
  24614. data.radialSegments,
  24615. data.closed
  24616. );
  24617. break;
  24618. case 'LatheGeometry':
  24619. case 'LatheBufferGeometry':
  24620. geometry = new Geometries[ data.type ](
  24621. data.points,
  24622. data.segments,
  24623. data.phiStart,
  24624. data.phiLength
  24625. );
  24626. break;
  24627. case 'PolyhedronGeometry':
  24628. case 'PolyhedronBufferGeometry':
  24629. geometry = new Geometries[ data.type ](
  24630. data.vertices,
  24631. data.indices,
  24632. data.radius,
  24633. data.details
  24634. );
  24635. break;
  24636. case 'ShapeGeometry':
  24637. case 'ShapeBufferGeometry':
  24638. geometryShapes = [];
  24639. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24640. var shape = shapes[ data.shapes[ j ] ];
  24641. geometryShapes.push( shape );
  24642. }
  24643. geometry = new Geometries[ data.type ](
  24644. geometryShapes,
  24645. data.curveSegments
  24646. );
  24647. break;
  24648. case 'ExtrudeGeometry':
  24649. case 'ExtrudeBufferGeometry':
  24650. geometryShapes = [];
  24651. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24652. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24653. geometryShapes.push( shape$1 );
  24654. }
  24655. var extrudePath = data.options.extrudePath;
  24656. if ( extrudePath !== undefined ) {
  24657. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24658. }
  24659. geometry = new Geometries[ data.type ](
  24660. geometryShapes,
  24661. data.options
  24662. );
  24663. break;
  24664. case 'BufferGeometry':
  24665. case 'InstancedBufferGeometry':
  24666. geometry = bufferGeometryLoader.parse( data );
  24667. break;
  24668. case 'Geometry':
  24669. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24670. break;
  24671. default:
  24672. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24673. continue;
  24674. }
  24675. geometry.uuid = data.uuid;
  24676. if ( data.name !== undefined ) { geometry.name = data.name; }
  24677. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24678. geometries[ data.uuid ] = geometry;
  24679. }
  24680. }
  24681. return geometries;
  24682. },
  24683. parseMaterials: function ( json, textures ) {
  24684. var cache = {}; // MultiMaterial
  24685. var materials = {};
  24686. if ( json !== undefined ) {
  24687. var loader = new MaterialLoader();
  24688. loader.setTextures( textures );
  24689. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24690. var data = json[ i ];
  24691. if ( data.type === 'MultiMaterial' ) {
  24692. // Deprecated
  24693. var array = [];
  24694. for ( var j = 0; j < data.materials.length; j ++ ) {
  24695. var material = data.materials[ j ];
  24696. if ( cache[ material.uuid ] === undefined ) {
  24697. cache[ material.uuid ] = loader.parse( material );
  24698. }
  24699. array.push( cache[ material.uuid ] );
  24700. }
  24701. materials[ data.uuid ] = array;
  24702. } else {
  24703. if ( cache[ data.uuid ] === undefined ) {
  24704. cache[ data.uuid ] = loader.parse( data );
  24705. }
  24706. materials[ data.uuid ] = cache[ data.uuid ];
  24707. }
  24708. }
  24709. }
  24710. return materials;
  24711. },
  24712. parseAnimations: function ( json ) {
  24713. var animations = [];
  24714. for ( var i = 0; i < json.length; i ++ ) {
  24715. var data = json[ i ];
  24716. var clip = AnimationClip.parse( data );
  24717. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24718. animations.push( clip );
  24719. }
  24720. return animations;
  24721. },
  24722. parseImages: function ( json, onLoad ) {
  24723. var scope = this;
  24724. var images = {};
  24725. var loader;
  24726. function loadImage( url ) {
  24727. scope.manager.itemStart( url );
  24728. return loader.load( url, function () {
  24729. scope.manager.itemEnd( url );
  24730. }, undefined, function () {
  24731. scope.manager.itemError( url );
  24732. scope.manager.itemEnd( url );
  24733. } );
  24734. }
  24735. if ( json !== undefined && json.length > 0 ) {
  24736. var manager = new LoadingManager( onLoad );
  24737. loader = new ImageLoader( manager );
  24738. loader.setCrossOrigin( this.crossOrigin );
  24739. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24740. var image = json[ i ];
  24741. var url = image.url;
  24742. if ( Array.isArray( url ) ) {
  24743. // load array of images e.g CubeTexture
  24744. images[ image.uuid ] = [];
  24745. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24746. var currentUrl = url[ j ];
  24747. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24748. images[ image.uuid ].push( loadImage( path ) );
  24749. }
  24750. } else {
  24751. // load single image
  24752. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24753. images[ image.uuid ] = loadImage( path$1 );
  24754. }
  24755. }
  24756. }
  24757. return images;
  24758. },
  24759. parseTextures: function ( json, images ) {
  24760. function parseConstant( value, type ) {
  24761. if ( typeof value === 'number' ) { return value; }
  24762. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24763. return type[ value ];
  24764. }
  24765. var textures = {};
  24766. if ( json !== undefined ) {
  24767. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24768. var data = json[ i ];
  24769. if ( data.image === undefined ) {
  24770. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24771. }
  24772. if ( images[ data.image ] === undefined ) {
  24773. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24774. }
  24775. var texture = (void 0);
  24776. if ( Array.isArray( images[ data.image ] ) ) {
  24777. texture = new CubeTexture( images[ data.image ] );
  24778. } else {
  24779. texture = new Texture( images[ data.image ] );
  24780. }
  24781. texture.needsUpdate = true;
  24782. texture.uuid = data.uuid;
  24783. if ( data.name !== undefined ) { texture.name = data.name; }
  24784. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24785. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24786. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24787. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24788. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24789. if ( data.wrap !== undefined ) {
  24790. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24791. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24792. }
  24793. if ( data.format !== undefined ) { texture.format = data.format; }
  24794. if ( data.type !== undefined ) { texture.type = data.type; }
  24795. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24796. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24797. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24798. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24799. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24800. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24801. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24802. textures[ data.uuid ] = texture;
  24803. }
  24804. }
  24805. return textures;
  24806. },
  24807. parseObject: function ( data, geometries, materials ) {
  24808. var object;
  24809. function getGeometry( name ) {
  24810. if ( geometries[ name ] === undefined ) {
  24811. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24812. }
  24813. return geometries[ name ];
  24814. }
  24815. function getMaterial( name ) {
  24816. if ( name === undefined ) { return undefined; }
  24817. if ( Array.isArray( name ) ) {
  24818. var array = [];
  24819. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24820. var uuid = name[ i ];
  24821. if ( materials[ uuid ] === undefined ) {
  24822. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24823. }
  24824. array.push( materials[ uuid ] );
  24825. }
  24826. return array;
  24827. }
  24828. if ( materials[ name ] === undefined ) {
  24829. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24830. }
  24831. return materials[ name ];
  24832. }
  24833. var geometry, material;
  24834. switch ( data.type ) {
  24835. case 'Scene':
  24836. object = new Scene();
  24837. if ( data.background !== undefined ) {
  24838. if ( Number.isInteger( data.background ) ) {
  24839. object.background = new Color( data.background );
  24840. }
  24841. }
  24842. if ( data.fog !== undefined ) {
  24843. if ( data.fog.type === 'Fog' ) {
  24844. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24845. } else if ( data.fog.type === 'FogExp2' ) {
  24846. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24847. }
  24848. }
  24849. break;
  24850. case 'PerspectiveCamera':
  24851. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24852. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24853. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24854. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24855. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24856. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24857. break;
  24858. case 'OrthographicCamera':
  24859. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24860. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24861. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24862. break;
  24863. case 'AmbientLight':
  24864. object = new AmbientLight( data.color, data.intensity );
  24865. break;
  24866. case 'DirectionalLight':
  24867. object = new DirectionalLight( data.color, data.intensity );
  24868. break;
  24869. case 'PointLight':
  24870. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24871. break;
  24872. case 'RectAreaLight':
  24873. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24874. break;
  24875. case 'SpotLight':
  24876. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24877. break;
  24878. case 'HemisphereLight':
  24879. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24880. break;
  24881. case 'LightProbe':
  24882. object = new LightProbe().fromJSON( data );
  24883. break;
  24884. case 'SkinnedMesh':
  24885. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24886. case 'Mesh':
  24887. geometry = getGeometry( data.geometry );
  24888. material = getMaterial( data.material );
  24889. object = new Mesh( geometry, material );
  24890. break;
  24891. case 'InstancedMesh':
  24892. geometry = getGeometry( data.geometry );
  24893. material = getMaterial( data.material );
  24894. var count = data.count;
  24895. var instanceMatrix = data.instanceMatrix;
  24896. object = new InstancedMesh( geometry, material, count );
  24897. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24898. break;
  24899. case 'LOD':
  24900. object = new LOD();
  24901. break;
  24902. case 'Line':
  24903. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24904. break;
  24905. case 'LineLoop':
  24906. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24907. break;
  24908. case 'LineSegments':
  24909. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24910. break;
  24911. case 'PointCloud':
  24912. case 'Points':
  24913. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24914. break;
  24915. case 'Sprite':
  24916. object = new Sprite( getMaterial( data.material ) );
  24917. break;
  24918. case 'Group':
  24919. object = new Group();
  24920. break;
  24921. default:
  24922. object = new Object3D();
  24923. }
  24924. object.uuid = data.uuid;
  24925. if ( data.name !== undefined ) { object.name = data.name; }
  24926. if ( data.matrix !== undefined ) {
  24927. object.matrix.fromArray( data.matrix );
  24928. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24929. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24930. } else {
  24931. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24932. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24933. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24934. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24935. }
  24936. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24937. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24938. if ( data.shadow ) {
  24939. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24940. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24941. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24942. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24943. }
  24944. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24945. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24946. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24947. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24948. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24949. if ( data.children !== undefined ) {
  24950. var children = data.children;
  24951. for ( var i = 0; i < children.length; i ++ ) {
  24952. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24953. }
  24954. }
  24955. if ( data.type === 'LOD' ) {
  24956. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24957. var levels = data.levels;
  24958. for ( var l = 0; l < levels.length; l ++ ) {
  24959. var level = levels[ l ];
  24960. var child = object.getObjectByProperty( 'uuid', level.object );
  24961. if ( child !== undefined ) {
  24962. object.addLevel( child, level.distance );
  24963. }
  24964. }
  24965. }
  24966. return object;
  24967. }
  24968. } );
  24969. var TEXTURE_MAPPING = {
  24970. UVMapping: UVMapping,
  24971. CubeReflectionMapping: CubeReflectionMapping,
  24972. CubeRefractionMapping: CubeRefractionMapping,
  24973. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24974. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24975. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24976. CubeUVRefractionMapping: CubeUVRefractionMapping
  24977. };
  24978. var TEXTURE_WRAPPING = {
  24979. RepeatWrapping: RepeatWrapping,
  24980. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24981. MirroredRepeatWrapping: MirroredRepeatWrapping
  24982. };
  24983. var TEXTURE_FILTER = {
  24984. NearestFilter: NearestFilter,
  24985. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24986. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24987. LinearFilter: LinearFilter,
  24988. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24989. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24990. };
  24991. /**
  24992. * @author thespite / http://clicktorelease.com/
  24993. */
  24994. function ImageBitmapLoader( manager ) {
  24995. if ( typeof createImageBitmap === 'undefined' ) {
  24996. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24997. }
  24998. if ( typeof fetch === 'undefined' ) {
  24999. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25000. }
  25001. Loader.call( this, manager );
  25002. this.options = undefined;
  25003. }
  25004. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25005. constructor: ImageBitmapLoader,
  25006. setOptions: function setOptions( options ) {
  25007. this.options = options;
  25008. return this;
  25009. },
  25010. load: function ( url, onLoad, onProgress, onError ) {
  25011. if ( url === undefined ) { url = ''; }
  25012. if ( this.path !== undefined ) { url = this.path + url; }
  25013. url = this.manager.resolveURL( url );
  25014. var scope = this;
  25015. var cached = Cache.get( url );
  25016. if ( cached !== undefined ) {
  25017. scope.manager.itemStart( url );
  25018. setTimeout( function () {
  25019. if ( onLoad ) { onLoad( cached ); }
  25020. scope.manager.itemEnd( url );
  25021. }, 0 );
  25022. return cached;
  25023. }
  25024. fetch( url ).then( function ( res ) {
  25025. return res.blob();
  25026. } ).then( function ( blob ) {
  25027. if ( scope.options === undefined ) {
  25028. // Workaround for FireFox. It causes an error if you pass options.
  25029. return createImageBitmap( blob );
  25030. } else {
  25031. return createImageBitmap( blob, scope.options );
  25032. }
  25033. } ).then( function ( imageBitmap ) {
  25034. Cache.add( url, imageBitmap );
  25035. if ( onLoad ) { onLoad( imageBitmap ); }
  25036. scope.manager.itemEnd( url );
  25037. } ).catch( function ( e ) {
  25038. if ( onError ) { onError( e ); }
  25039. scope.manager.itemError( url );
  25040. scope.manager.itemEnd( url );
  25041. } );
  25042. scope.manager.itemStart( url );
  25043. }
  25044. } );
  25045. /**
  25046. * @author zz85 / http://www.lab4games.net/zz85/blog
  25047. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25048. **/
  25049. function ShapePath() {
  25050. this.type = 'ShapePath';
  25051. this.color = new Color();
  25052. this.subPaths = [];
  25053. this.currentPath = null;
  25054. }
  25055. Object.assign( ShapePath.prototype, {
  25056. moveTo: function ( x, y ) {
  25057. this.currentPath = new Path();
  25058. this.subPaths.push( this.currentPath );
  25059. this.currentPath.moveTo( x, y );
  25060. return this;
  25061. },
  25062. lineTo: function ( x, y ) {
  25063. this.currentPath.lineTo( x, y );
  25064. return this;
  25065. },
  25066. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25067. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25068. return this;
  25069. },
  25070. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25071. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25072. return this;
  25073. },
  25074. splineThru: function ( pts ) {
  25075. this.currentPath.splineThru( pts );
  25076. return this;
  25077. },
  25078. toShapes: function ( isCCW, noHoles ) {
  25079. function toShapesNoHoles( inSubpaths ) {
  25080. var shapes = [];
  25081. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25082. var tmpPath = inSubpaths[ i ];
  25083. var tmpShape = new Shape();
  25084. tmpShape.curves = tmpPath.curves;
  25085. shapes.push( tmpShape );
  25086. }
  25087. return shapes;
  25088. }
  25089. function isPointInsidePolygon( inPt, inPolygon ) {
  25090. var polyLen = inPolygon.length;
  25091. // inPt on polygon contour => immediate success or
  25092. // toggling of inside/outside at every single! intersection point of an edge
  25093. // with the horizontal line through inPt, left of inPt
  25094. // not counting lowerY endpoints of edges and whole edges on that line
  25095. var inside = false;
  25096. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25097. var edgeLowPt = inPolygon[ p ];
  25098. var edgeHighPt = inPolygon[ q ];
  25099. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25100. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25101. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25102. // not parallel
  25103. if ( edgeDy < 0 ) {
  25104. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25105. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25106. }
  25107. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25108. if ( inPt.y === edgeLowPt.y ) {
  25109. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25110. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25111. } else {
  25112. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25113. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25114. if ( perpEdge < 0 ) { continue; }
  25115. inside = ! inside; // true intersection left of inPt
  25116. }
  25117. } else {
  25118. // parallel or collinear
  25119. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25120. // edge lies on the same horizontal line as inPt
  25121. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25122. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25123. // continue;
  25124. }
  25125. }
  25126. return inside;
  25127. }
  25128. var isClockWise = ShapeUtils.isClockWise;
  25129. var subPaths = this.subPaths;
  25130. if ( subPaths.length === 0 ) { return []; }
  25131. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25132. var solid, tmpPath, tmpShape, shapes = [];
  25133. if ( subPaths.length === 1 ) {
  25134. tmpPath = subPaths[ 0 ];
  25135. tmpShape = new Shape();
  25136. tmpShape.curves = tmpPath.curves;
  25137. shapes.push( tmpShape );
  25138. return shapes;
  25139. }
  25140. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25141. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25142. // console.log("Holes first", holesFirst);
  25143. var betterShapeHoles = [];
  25144. var newShapes = [];
  25145. var newShapeHoles = [];
  25146. var mainIdx = 0;
  25147. var tmpPoints;
  25148. newShapes[ mainIdx ] = undefined;
  25149. newShapeHoles[ mainIdx ] = [];
  25150. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25151. tmpPath = subPaths[ i ];
  25152. tmpPoints = tmpPath.getPoints();
  25153. solid = isClockWise( tmpPoints );
  25154. solid = isCCW ? ! solid : solid;
  25155. if ( solid ) {
  25156. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25157. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25158. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25159. if ( holesFirst ) { mainIdx ++; }
  25160. newShapeHoles[ mainIdx ] = [];
  25161. //console.log('cw', i);
  25162. } else {
  25163. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25164. //console.log('ccw', i);
  25165. }
  25166. }
  25167. // only Holes? -> probably all Shapes with wrong orientation
  25168. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25169. if ( newShapes.length > 1 ) {
  25170. var ambiguous = false;
  25171. var toChange = [];
  25172. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25173. betterShapeHoles[ sIdx ] = [];
  25174. }
  25175. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25176. var sho = newShapeHoles[ sIdx$1 ];
  25177. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25178. var ho = sho[ hIdx ];
  25179. var hole_unassigned = true;
  25180. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25181. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25182. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25183. if ( hole_unassigned ) {
  25184. hole_unassigned = false;
  25185. betterShapeHoles[ s2Idx ].push( ho );
  25186. } else {
  25187. ambiguous = true;
  25188. }
  25189. }
  25190. }
  25191. if ( hole_unassigned ) {
  25192. betterShapeHoles[ sIdx$1 ].push( ho );
  25193. }
  25194. }
  25195. }
  25196. // console.log("ambiguous: ", ambiguous);
  25197. if ( toChange.length > 0 ) {
  25198. // console.log("to change: ", toChange);
  25199. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25200. }
  25201. }
  25202. var tmpHoles;
  25203. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25204. tmpShape = newShapes[ i$1 ].s;
  25205. shapes.push( tmpShape );
  25206. tmpHoles = newShapeHoles[ i$1 ];
  25207. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25208. tmpShape.holes.push( tmpHoles[ j ].h );
  25209. }
  25210. }
  25211. //console.log("shape", shapes);
  25212. return shapes;
  25213. }
  25214. } );
  25215. /**
  25216. * @author zz85 / http://www.lab4games.net/zz85/blog
  25217. * @author mrdoob / http://mrdoob.com/
  25218. */
  25219. function Font( data ) {
  25220. this.type = 'Font';
  25221. this.data = data;
  25222. }
  25223. Object.assign( Font.prototype, {
  25224. isFont: true,
  25225. generateShapes: function ( text, size ) {
  25226. if ( size === undefined ) { size = 100; }
  25227. var shapes = [];
  25228. var paths = createPaths( text, size, this.data );
  25229. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25230. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25231. }
  25232. return shapes;
  25233. }
  25234. } );
  25235. function createPaths( text, size, data ) {
  25236. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25237. var scale = size / data.resolution;
  25238. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25239. var paths = [];
  25240. var offsetX = 0, offsetY = 0;
  25241. for ( var i = 0; i < chars.length; i ++ ) {
  25242. var char = chars[ i ];
  25243. if ( char === '\n' ) {
  25244. offsetX = 0;
  25245. offsetY -= line_height;
  25246. } else {
  25247. var ret = createPath( char, scale, offsetX, offsetY, data );
  25248. offsetX += ret.offsetX;
  25249. paths.push( ret.path );
  25250. }
  25251. }
  25252. return paths;
  25253. }
  25254. function createPath( char, scale, offsetX, offsetY, data ) {
  25255. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25256. if ( ! glyph ) {
  25257. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25258. return;
  25259. }
  25260. var path = new ShapePath();
  25261. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25262. if ( glyph.o ) {
  25263. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25264. for ( var i = 0, l = outline.length; i < l; ) {
  25265. var action = outline[ i ++ ];
  25266. switch ( action ) {
  25267. case 'm': // moveTo
  25268. x = outline[ i ++ ] * scale + offsetX;
  25269. y = outline[ i ++ ] * scale + offsetY;
  25270. path.moveTo( x, y );
  25271. break;
  25272. case 'l': // lineTo
  25273. x = outline[ i ++ ] * scale + offsetX;
  25274. y = outline[ i ++ ] * scale + offsetY;
  25275. path.lineTo( x, y );
  25276. break;
  25277. case 'q': // quadraticCurveTo
  25278. cpx = outline[ i ++ ] * scale + offsetX;
  25279. cpy = outline[ i ++ ] * scale + offsetY;
  25280. cpx1 = outline[ i ++ ] * scale + offsetX;
  25281. cpy1 = outline[ i ++ ] * scale + offsetY;
  25282. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25283. break;
  25284. case 'b': // bezierCurveTo
  25285. cpx = outline[ i ++ ] * scale + offsetX;
  25286. cpy = outline[ i ++ ] * scale + offsetY;
  25287. cpx1 = outline[ i ++ ] * scale + offsetX;
  25288. cpy1 = outline[ i ++ ] * scale + offsetY;
  25289. cpx2 = outline[ i ++ ] * scale + offsetX;
  25290. cpy2 = outline[ i ++ ] * scale + offsetY;
  25291. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25292. break;
  25293. }
  25294. }
  25295. }
  25296. return { offsetX: glyph.ha * scale, path: path };
  25297. }
  25298. /**
  25299. * @author mrdoob / http://mrdoob.com/
  25300. */
  25301. function FontLoader( manager ) {
  25302. Loader.call( this, manager );
  25303. }
  25304. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25305. constructor: FontLoader,
  25306. load: function ( url, onLoad, onProgress, onError ) {
  25307. var scope = this;
  25308. var loader = new FileLoader( this.manager );
  25309. loader.setPath( this.path );
  25310. loader.load( url, function ( text ) {
  25311. var json;
  25312. try {
  25313. json = JSON.parse( text );
  25314. } catch ( e ) {
  25315. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25316. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25317. }
  25318. var font = scope.parse( json );
  25319. if ( onLoad ) { onLoad( font ); }
  25320. }, onProgress, onError );
  25321. },
  25322. parse: function ( json ) {
  25323. return new Font( json );
  25324. }
  25325. } );
  25326. /**
  25327. * @author mrdoob / http://mrdoob.com/
  25328. */
  25329. var _context;
  25330. var AudioContext = {
  25331. getContext: function () {
  25332. if ( _context === undefined ) {
  25333. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25334. }
  25335. return _context;
  25336. },
  25337. setContext: function ( value ) {
  25338. _context = value;
  25339. }
  25340. };
  25341. /**
  25342. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25343. */
  25344. function AudioLoader( manager ) {
  25345. Loader.call( this, manager );
  25346. }
  25347. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25348. constructor: AudioLoader,
  25349. load: function ( url, onLoad, onProgress, onError ) {
  25350. var scope = this;
  25351. var loader = new FileLoader( scope.manager );
  25352. loader.setResponseType( 'arraybuffer' );
  25353. loader.setPath( scope.path );
  25354. loader.load( url, function ( buffer ) {
  25355. try {
  25356. // Create a copy of the buffer. The `decodeAudioData` method
  25357. // detaches the buffer when complete, preventing reuse.
  25358. var bufferCopy = buffer.slice( 0 );
  25359. var context = AudioContext.getContext();
  25360. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25361. onLoad( audioBuffer );
  25362. } );
  25363. } catch ( e ) {
  25364. if ( onError ) {
  25365. onError( e );
  25366. } else {
  25367. console.error( e );
  25368. }
  25369. scope.manager.itemError( url );
  25370. }
  25371. }, onProgress, onError );
  25372. }
  25373. } );
  25374. /**
  25375. * @author WestLangley / http://github.com/WestLangley
  25376. */
  25377. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25378. LightProbe.call( this, undefined, intensity );
  25379. var color1 = new Color().set( skyColor );
  25380. var color2 = new Color().set( groundColor );
  25381. var sky = new Vector3( color1.r, color1.g, color1.b );
  25382. var ground = new Vector3( color2.r, color2.g, color2.b );
  25383. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25384. var c0 = Math.sqrt( Math.PI );
  25385. var c1 = c0 * Math.sqrt( 0.75 );
  25386. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25387. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25388. }
  25389. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25390. constructor: HemisphereLightProbe,
  25391. isHemisphereLightProbe: true,
  25392. copy: function ( source ) { // modifying colors not currently supported
  25393. LightProbe.prototype.copy.call( this, source );
  25394. return this;
  25395. },
  25396. toJSON: function ( meta ) {
  25397. var data = LightProbe.prototype.toJSON.call( this, meta );
  25398. // data.sh = this.sh.toArray(); // todo
  25399. return data;
  25400. }
  25401. } );
  25402. /**
  25403. * @author WestLangley / http://github.com/WestLangley
  25404. */
  25405. function AmbientLightProbe( color, intensity ) {
  25406. LightProbe.call( this, undefined, intensity );
  25407. var color1 = new Color().set( color );
  25408. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25409. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25410. }
  25411. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25412. constructor: AmbientLightProbe,
  25413. isAmbientLightProbe: true,
  25414. copy: function ( source ) { // modifying color not currently supported
  25415. LightProbe.prototype.copy.call( this, source );
  25416. return this;
  25417. },
  25418. toJSON: function ( meta ) {
  25419. var data = LightProbe.prototype.toJSON.call( this, meta );
  25420. // data.sh = this.sh.toArray(); // todo
  25421. return data;
  25422. }
  25423. } );
  25424. var _eyeRight = new Matrix4();
  25425. var _eyeLeft = new Matrix4();
  25426. /**
  25427. * @author mrdoob / http://mrdoob.com/
  25428. */
  25429. function StereoCamera() {
  25430. this.type = 'StereoCamera';
  25431. this.aspect = 1;
  25432. this.eyeSep = 0.064;
  25433. this.cameraL = new PerspectiveCamera();
  25434. this.cameraL.layers.enable( 1 );
  25435. this.cameraL.matrixAutoUpdate = false;
  25436. this.cameraR = new PerspectiveCamera();
  25437. this.cameraR.layers.enable( 2 );
  25438. this.cameraR.matrixAutoUpdate = false;
  25439. this._cache = {
  25440. focus: null,
  25441. fov: null,
  25442. aspect: null,
  25443. near: null,
  25444. far: null,
  25445. zoom: null,
  25446. eyeSep: null
  25447. };
  25448. }
  25449. Object.assign( StereoCamera.prototype, {
  25450. update: function ( camera ) {
  25451. var cache = this._cache;
  25452. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25453. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25454. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25455. if ( needsUpdate ) {
  25456. cache.focus = camera.focus;
  25457. cache.fov = camera.fov;
  25458. cache.aspect = camera.aspect * this.aspect;
  25459. cache.near = camera.near;
  25460. cache.far = camera.far;
  25461. cache.zoom = camera.zoom;
  25462. cache.eyeSep = this.eyeSep;
  25463. // Off-axis stereoscopic effect based on
  25464. // http://paulbourke.net/stereographics/stereorender/
  25465. var projectionMatrix = camera.projectionMatrix.clone();
  25466. var eyeSepHalf = cache.eyeSep / 2;
  25467. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25468. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25469. var xmin, xmax;
  25470. // translate xOffset
  25471. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25472. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25473. // for left eye
  25474. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25475. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25476. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25477. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25478. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25479. // for right eye
  25480. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25481. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25482. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25483. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25484. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25485. }
  25486. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25487. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25488. }
  25489. } );
  25490. /**
  25491. * @author alteredq / http://alteredqualia.com/
  25492. */
  25493. function Clock( autoStart ) {
  25494. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25495. this.startTime = 0;
  25496. this.oldTime = 0;
  25497. this.elapsedTime = 0;
  25498. this.running = false;
  25499. }
  25500. Object.assign( Clock.prototype, {
  25501. start: function () {
  25502. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25503. this.oldTime = this.startTime;
  25504. this.elapsedTime = 0;
  25505. this.running = true;
  25506. },
  25507. stop: function () {
  25508. this.getElapsedTime();
  25509. this.running = false;
  25510. this.autoStart = false;
  25511. },
  25512. getElapsedTime: function () {
  25513. this.getDelta();
  25514. return this.elapsedTime;
  25515. },
  25516. getDelta: function () {
  25517. var diff = 0;
  25518. if ( this.autoStart && ! this.running ) {
  25519. this.start();
  25520. return 0;
  25521. }
  25522. if ( this.running ) {
  25523. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25524. diff = ( newTime - this.oldTime ) / 1000;
  25525. this.oldTime = newTime;
  25526. this.elapsedTime += diff;
  25527. }
  25528. return diff;
  25529. }
  25530. } );
  25531. /**
  25532. * @author mrdoob / http://mrdoob.com/
  25533. */
  25534. var _position$2 = new Vector3();
  25535. var _quaternion$3 = new Quaternion();
  25536. var _scale$1 = new Vector3();
  25537. var _orientation = new Vector3();
  25538. function AudioListener() {
  25539. Object3D.call( this );
  25540. this.type = 'AudioListener';
  25541. this.context = AudioContext.getContext();
  25542. this.gain = this.context.createGain();
  25543. this.gain.connect( this.context.destination );
  25544. this.filter = null;
  25545. this.timeDelta = 0;
  25546. // private
  25547. this._clock = new Clock();
  25548. }
  25549. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25550. constructor: AudioListener,
  25551. getInput: function () {
  25552. return this.gain;
  25553. },
  25554. removeFilter: function ( ) {
  25555. if ( this.filter !== null ) {
  25556. this.gain.disconnect( this.filter );
  25557. this.filter.disconnect( this.context.destination );
  25558. this.gain.connect( this.context.destination );
  25559. this.filter = null;
  25560. }
  25561. return this;
  25562. },
  25563. getFilter: function () {
  25564. return this.filter;
  25565. },
  25566. setFilter: function ( value ) {
  25567. if ( this.filter !== null ) {
  25568. this.gain.disconnect( this.filter );
  25569. this.filter.disconnect( this.context.destination );
  25570. } else {
  25571. this.gain.disconnect( this.context.destination );
  25572. }
  25573. this.filter = value;
  25574. this.gain.connect( this.filter );
  25575. this.filter.connect( this.context.destination );
  25576. return this;
  25577. },
  25578. getMasterVolume: function () {
  25579. return this.gain.gain.value;
  25580. },
  25581. setMasterVolume: function ( value ) {
  25582. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25583. return this;
  25584. },
  25585. updateMatrixWorld: function ( force ) {
  25586. Object3D.prototype.updateMatrixWorld.call( this, force );
  25587. var listener = this.context.listener;
  25588. var up = this.up;
  25589. this.timeDelta = this._clock.getDelta();
  25590. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25591. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25592. if ( listener.positionX ) {
  25593. // code path for Chrome (see #14393)
  25594. var endTime = this.context.currentTime + this.timeDelta;
  25595. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25596. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25597. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25598. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25599. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25600. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25601. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25602. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25603. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25604. } else {
  25605. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25606. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25607. }
  25608. }
  25609. } );
  25610. /**
  25611. * @author mrdoob / http://mrdoob.com/
  25612. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25613. */
  25614. function Audio( listener ) {
  25615. Object3D.call( this );
  25616. this.type = 'Audio';
  25617. this.listener = listener;
  25618. this.context = listener.context;
  25619. this.gain = this.context.createGain();
  25620. this.gain.connect( listener.getInput() );
  25621. this.autoplay = false;
  25622. this.buffer = null;
  25623. this.detune = 0;
  25624. this.loop = false;
  25625. this.loopStart = 0;
  25626. this.loopEnd = 0;
  25627. this.offset = 0;
  25628. this.duration = undefined;
  25629. this.playbackRate = 1;
  25630. this.isPlaying = false;
  25631. this.hasPlaybackControl = true;
  25632. this.sourceType = 'empty';
  25633. this._startedAt = 0;
  25634. this._progress = 0;
  25635. this.filters = [];
  25636. }
  25637. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25638. constructor: Audio,
  25639. getOutput: function () {
  25640. return this.gain;
  25641. },
  25642. setNodeSource: function ( audioNode ) {
  25643. this.hasPlaybackControl = false;
  25644. this.sourceType = 'audioNode';
  25645. this.source = audioNode;
  25646. this.connect();
  25647. return this;
  25648. },
  25649. setMediaElementSource: function ( mediaElement ) {
  25650. this.hasPlaybackControl = false;
  25651. this.sourceType = 'mediaNode';
  25652. this.source = this.context.createMediaElementSource( mediaElement );
  25653. this.connect();
  25654. return this;
  25655. },
  25656. setMediaStreamSource: function ( mediaStream ) {
  25657. this.hasPlaybackControl = false;
  25658. this.sourceType = 'mediaStreamNode';
  25659. this.source = this.context.createMediaStreamSource( mediaStream );
  25660. this.connect();
  25661. return this;
  25662. },
  25663. setBuffer: function ( audioBuffer ) {
  25664. this.buffer = audioBuffer;
  25665. this.sourceType = 'buffer';
  25666. if ( this.autoplay ) { this.play(); }
  25667. return this;
  25668. },
  25669. play: function ( delay ) {
  25670. if ( delay === undefined ) { delay = 0; }
  25671. if ( this.isPlaying === true ) {
  25672. console.warn( 'THREE.Audio: Audio is already playing.' );
  25673. return;
  25674. }
  25675. if ( this.hasPlaybackControl === false ) {
  25676. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25677. return;
  25678. }
  25679. this._startedAt = this.context.currentTime + delay;
  25680. var source = this.context.createBufferSource();
  25681. source.buffer = this.buffer;
  25682. source.loop = this.loop;
  25683. source.loopStart = this.loopStart;
  25684. source.loopEnd = this.loopEnd;
  25685. source.onended = this.onEnded.bind( this );
  25686. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25687. this.isPlaying = true;
  25688. this.source = source;
  25689. this.setDetune( this.detune );
  25690. this.setPlaybackRate( this.playbackRate );
  25691. return this.connect();
  25692. },
  25693. pause: function () {
  25694. if ( this.hasPlaybackControl === false ) {
  25695. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25696. return;
  25697. }
  25698. if ( this.isPlaying === true ) {
  25699. // update current progress
  25700. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25701. if ( this.loop === true ) {
  25702. // ensure _progress does not exceed duration with looped audios
  25703. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25704. }
  25705. this.source.stop();
  25706. this.source.onended = null;
  25707. this.isPlaying = false;
  25708. }
  25709. return this;
  25710. },
  25711. stop: function () {
  25712. if ( this.hasPlaybackControl === false ) {
  25713. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25714. return;
  25715. }
  25716. this._progress = 0;
  25717. this.source.stop();
  25718. this.source.onended = null;
  25719. this.isPlaying = false;
  25720. return this;
  25721. },
  25722. connect: function () {
  25723. if ( this.filters.length > 0 ) {
  25724. this.source.connect( this.filters[ 0 ] );
  25725. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25726. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25727. }
  25728. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25729. } else {
  25730. this.source.connect( this.getOutput() );
  25731. }
  25732. return this;
  25733. },
  25734. disconnect: function () {
  25735. if ( this.filters.length > 0 ) {
  25736. this.source.disconnect( this.filters[ 0 ] );
  25737. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25738. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25739. }
  25740. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25741. } else {
  25742. this.source.disconnect( this.getOutput() );
  25743. }
  25744. return this;
  25745. },
  25746. getFilters: function () {
  25747. return this.filters;
  25748. },
  25749. setFilters: function ( value ) {
  25750. if ( ! value ) { value = []; }
  25751. if ( this.isPlaying === true ) {
  25752. this.disconnect();
  25753. this.filters = value;
  25754. this.connect();
  25755. } else {
  25756. this.filters = value;
  25757. }
  25758. return this;
  25759. },
  25760. setDetune: function ( value ) {
  25761. this.detune = value;
  25762. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25763. if ( this.isPlaying === true ) {
  25764. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25765. }
  25766. return this;
  25767. },
  25768. getDetune: function () {
  25769. return this.detune;
  25770. },
  25771. getFilter: function () {
  25772. return this.getFilters()[ 0 ];
  25773. },
  25774. setFilter: function ( filter ) {
  25775. return this.setFilters( filter ? [ filter ] : [] );
  25776. },
  25777. setPlaybackRate: function ( value ) {
  25778. if ( this.hasPlaybackControl === false ) {
  25779. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25780. return;
  25781. }
  25782. this.playbackRate = value;
  25783. if ( this.isPlaying === true ) {
  25784. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25785. }
  25786. return this;
  25787. },
  25788. getPlaybackRate: function () {
  25789. return this.playbackRate;
  25790. },
  25791. onEnded: function () {
  25792. this.isPlaying = false;
  25793. },
  25794. getLoop: function () {
  25795. if ( this.hasPlaybackControl === false ) {
  25796. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25797. return false;
  25798. }
  25799. return this.loop;
  25800. },
  25801. setLoop: function ( value ) {
  25802. if ( this.hasPlaybackControl === false ) {
  25803. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25804. return;
  25805. }
  25806. this.loop = value;
  25807. if ( this.isPlaying === true ) {
  25808. this.source.loop = this.loop;
  25809. }
  25810. return this;
  25811. },
  25812. setLoopStart: function ( value ) {
  25813. this.loopStart = value;
  25814. return this;
  25815. },
  25816. setLoopEnd: function ( value ) {
  25817. this.loopEnd = value;
  25818. return this;
  25819. },
  25820. getVolume: function () {
  25821. return this.gain.gain.value;
  25822. },
  25823. setVolume: function ( value ) {
  25824. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25825. return this;
  25826. }
  25827. } );
  25828. /**
  25829. * @author mrdoob / http://mrdoob.com/
  25830. */
  25831. var _position$3 = new Vector3();
  25832. var _quaternion$4 = new Quaternion();
  25833. var _scale$2 = new Vector3();
  25834. var _orientation$1 = new Vector3();
  25835. function PositionalAudio( listener ) {
  25836. Audio.call( this, listener );
  25837. this.panner = this.context.createPanner();
  25838. this.panner.panningModel = 'HRTF';
  25839. this.panner.connect( this.gain );
  25840. }
  25841. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25842. constructor: PositionalAudio,
  25843. getOutput: function () {
  25844. return this.panner;
  25845. },
  25846. getRefDistance: function () {
  25847. return this.panner.refDistance;
  25848. },
  25849. setRefDistance: function ( value ) {
  25850. this.panner.refDistance = value;
  25851. return this;
  25852. },
  25853. getRolloffFactor: function () {
  25854. return this.panner.rolloffFactor;
  25855. },
  25856. setRolloffFactor: function ( value ) {
  25857. this.panner.rolloffFactor = value;
  25858. return this;
  25859. },
  25860. getDistanceModel: function () {
  25861. return this.panner.distanceModel;
  25862. },
  25863. setDistanceModel: function ( value ) {
  25864. this.panner.distanceModel = value;
  25865. return this;
  25866. },
  25867. getMaxDistance: function () {
  25868. return this.panner.maxDistance;
  25869. },
  25870. setMaxDistance: function ( value ) {
  25871. this.panner.maxDistance = value;
  25872. return this;
  25873. },
  25874. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25875. this.panner.coneInnerAngle = coneInnerAngle;
  25876. this.panner.coneOuterAngle = coneOuterAngle;
  25877. this.panner.coneOuterGain = coneOuterGain;
  25878. return this;
  25879. },
  25880. updateMatrixWorld: function ( force ) {
  25881. Object3D.prototype.updateMatrixWorld.call( this, force );
  25882. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25883. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25884. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25885. var panner = this.panner;
  25886. if ( panner.positionX ) {
  25887. // code path for Chrome and Firefox (see #14393)
  25888. var endTime = this.context.currentTime + this.listener.timeDelta;
  25889. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25890. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25891. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25892. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25893. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25894. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25895. } else {
  25896. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25897. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25898. }
  25899. }
  25900. } );
  25901. /**
  25902. * @author mrdoob / http://mrdoob.com/
  25903. */
  25904. function AudioAnalyser( audio, fftSize ) {
  25905. this.analyser = audio.context.createAnalyser();
  25906. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25907. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25908. audio.getOutput().connect( this.analyser );
  25909. }
  25910. Object.assign( AudioAnalyser.prototype, {
  25911. getFrequencyData: function () {
  25912. this.analyser.getByteFrequencyData( this.data );
  25913. return this.data;
  25914. },
  25915. getAverageFrequency: function () {
  25916. var value = 0;
  25917. var data = this.getFrequencyData();
  25918. for ( var i = 0; i < data.length; i ++ ) {
  25919. value += data[ i ];
  25920. }
  25921. return value / data.length;
  25922. }
  25923. } );
  25924. /**
  25925. *
  25926. * Buffered scene graph property that allows weighted accumulation.
  25927. *
  25928. *
  25929. * @author Ben Houston / http://clara.io/
  25930. * @author David Sarno / http://lighthaus.us/
  25931. * @author tschw
  25932. */
  25933. function PropertyMixer( binding, typeName, valueSize ) {
  25934. this.binding = binding;
  25935. this.valueSize = valueSize;
  25936. var mixFunction,
  25937. mixFunctionAdditive,
  25938. setIdentity;
  25939. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25940. //
  25941. // interpolators can use .buffer as their .result
  25942. // the data then goes to 'incoming'
  25943. //
  25944. // 'accu0' and 'accu1' are used frame-interleaved for
  25945. // the cumulative result and are compared to detect
  25946. // changes
  25947. //
  25948. // 'orig' stores the original state of the property
  25949. //
  25950. // 'add' is used for additive cumulative results
  25951. //
  25952. // 'work' is optional and is only present for quaternion types. It is used
  25953. // to store intermediate quaternion multiplication results
  25954. switch ( typeName ) {
  25955. case 'quaternion':
  25956. mixFunction = this._slerp;
  25957. mixFunctionAdditive = this._slerpAdditive;
  25958. setIdentity = this._setAdditiveIdentityQuaternion;
  25959. this.buffer = new Float64Array( valueSize * 6 );
  25960. this._workIndex = 5;
  25961. break;
  25962. case 'string':
  25963. case 'bool':
  25964. mixFunction = this._select;
  25965. // Use the regular mix function and for additive on these types,
  25966. // additive is not relevant for non-numeric types
  25967. mixFunctionAdditive = this._select;
  25968. setIdentity = this._setAdditiveIdentityOther;
  25969. this.buffer = new Array( valueSize * 5 );
  25970. break;
  25971. default:
  25972. mixFunction = this._lerp;
  25973. mixFunctionAdditive = this._lerpAdditive;
  25974. setIdentity = this._setAdditiveIdentityNumeric;
  25975. this.buffer = new Float64Array( valueSize * 5 );
  25976. }
  25977. this._mixBufferRegion = mixFunction;
  25978. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25979. this._setIdentity = setIdentity;
  25980. this._origIndex = 3;
  25981. this._addIndex = 4;
  25982. this.cumulativeWeight = 0;
  25983. this.cumulativeWeightAdditive = 0;
  25984. this.useCount = 0;
  25985. this.referenceCount = 0;
  25986. }
  25987. Object.assign( PropertyMixer.prototype, {
  25988. // accumulate data in the 'incoming' region into 'accu<i>'
  25989. accumulate: function ( accuIndex, weight ) {
  25990. // note: happily accumulating nothing when weight = 0, the caller knows
  25991. // the weight and shouldn't have made the call in the first place
  25992. var buffer = this.buffer,
  25993. stride = this.valueSize,
  25994. offset = accuIndex * stride + stride;
  25995. var currentWeight = this.cumulativeWeight;
  25996. if ( currentWeight === 0 ) {
  25997. // accuN := incoming * weight
  25998. for ( var i = 0; i !== stride; ++ i ) {
  25999. buffer[ offset + i ] = buffer[ i ];
  26000. }
  26001. currentWeight = weight;
  26002. } else {
  26003. // accuN := accuN + incoming * weight
  26004. currentWeight += weight;
  26005. var mix = weight / currentWeight;
  26006. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26007. }
  26008. this.cumulativeWeight = currentWeight;
  26009. },
  26010. // accumulate data in the 'incoming' region into 'add'
  26011. accumulateAdditive: function ( weight ) {
  26012. var buffer = this.buffer,
  26013. stride = this.valueSize,
  26014. offset = stride * this._addIndex;
  26015. if ( this.cumulativeWeightAdditive === 0 ) {
  26016. // add = identity
  26017. this._setIdentity();
  26018. }
  26019. // add := add + incoming * weight
  26020. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26021. this.cumulativeWeightAdditive += weight;
  26022. },
  26023. // apply the state of 'accu<i>' to the binding when accus differ
  26024. apply: function ( accuIndex ) {
  26025. var stride = this.valueSize,
  26026. buffer = this.buffer,
  26027. offset = accuIndex * stride + stride,
  26028. weight = this.cumulativeWeight,
  26029. weightAdditive = this.cumulativeWeightAdditive,
  26030. binding = this.binding;
  26031. this.cumulativeWeight = 0;
  26032. this.cumulativeWeightAdditive = 0;
  26033. if ( weight < 1 ) {
  26034. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26035. var originalValueOffset = stride * this._origIndex;
  26036. this._mixBufferRegion(
  26037. buffer, offset, originalValueOffset, 1 - weight, stride );
  26038. }
  26039. if ( weightAdditive > 0 ) {
  26040. // accuN := accuN + additive accuN
  26041. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26042. }
  26043. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26044. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26045. // value has changed -> update scene graph
  26046. binding.setValue( buffer, offset );
  26047. break;
  26048. }
  26049. }
  26050. },
  26051. // remember the state of the bound property and copy it to both accus
  26052. saveOriginalState: function () {
  26053. var binding = this.binding;
  26054. var buffer = this.buffer,
  26055. stride = this.valueSize,
  26056. originalValueOffset = stride * this._origIndex;
  26057. binding.getValue( buffer, originalValueOffset );
  26058. // accu[0..1] := orig -- initially detect changes against the original
  26059. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26060. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26061. }
  26062. // Add to identity for additive
  26063. this._setIdentity();
  26064. this.cumulativeWeight = 0;
  26065. this.cumulativeWeightAdditive = 0;
  26066. },
  26067. // apply the state previously taken via 'saveOriginalState' to the binding
  26068. restoreOriginalState: function () {
  26069. var originalValueOffset = this.valueSize * 3;
  26070. this.binding.setValue( this.buffer, originalValueOffset );
  26071. },
  26072. _setAdditiveIdentityNumeric: function () {
  26073. var startIndex = this._addIndex * this.valueSize;
  26074. var endIndex = startIndex + this.valueSize;
  26075. for ( var i = startIndex; i < endIndex; i ++ ) {
  26076. this.buffer[ i ] = 0;
  26077. }
  26078. },
  26079. _setAdditiveIdentityQuaternion: function () {
  26080. this._setAdditiveIdentityNumeric();
  26081. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26082. },
  26083. _setAdditiveIdentityOther: function () {
  26084. var startIndex = this._origIndex * this.valueSize;
  26085. var targetIndex = this._addIndex * this.valueSize;
  26086. for ( var i = 0; i < this.valueSize; i ++ ) {
  26087. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26088. }
  26089. },
  26090. // mix functions
  26091. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26092. if ( t >= 0.5 ) {
  26093. for ( var i = 0; i !== stride; ++ i ) {
  26094. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26095. }
  26096. }
  26097. },
  26098. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26099. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26100. },
  26101. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26102. var workOffset = this._workIndex * stride;
  26103. // Store result in intermediate buffer offset
  26104. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26105. // Slerp to the intermediate result
  26106. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26107. },
  26108. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26109. var s = 1 - t;
  26110. for ( var i = 0; i !== stride; ++ i ) {
  26111. var j = dstOffset + i;
  26112. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26113. }
  26114. },
  26115. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26116. for ( var i = 0; i !== stride; ++ i ) {
  26117. var j = dstOffset + i;
  26118. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26119. }
  26120. }
  26121. } );
  26122. /**
  26123. *
  26124. * A reference to a real property in the scene graph.
  26125. *
  26126. *
  26127. * @author Ben Houston / http://clara.io/
  26128. * @author David Sarno / http://lighthaus.us/
  26129. * @author tschw
  26130. */
  26131. // Characters [].:/ are reserved for track binding syntax.
  26132. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26133. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26134. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26135. // only latin characters, and the unicode \p{L} is not yet supported. So
  26136. // instead, we exclude reserved characters and match everything else.
  26137. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26138. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26139. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26140. // be matched to parse the rest of the track name.
  26141. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26142. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26143. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26144. // Object on target node, and accessor. May not contain reserved
  26145. // characters. Accessor may contain any character except closing bracket.
  26146. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26147. // Property and accessor. May not contain reserved characters. Accessor may
  26148. // contain any non-bracket characters.
  26149. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26150. var _trackRe = new RegExp( ''
  26151. + '^'
  26152. + _directoryRe
  26153. + _nodeRe
  26154. + _objectRe
  26155. + _propertyRe
  26156. + '$'
  26157. );
  26158. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26159. function Composite( targetGroup, path, optionalParsedPath ) {
  26160. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26161. this._targetGroup = targetGroup;
  26162. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26163. }
  26164. Object.assign( Composite.prototype, {
  26165. getValue: function ( array, offset ) {
  26166. this.bind(); // bind all binding
  26167. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26168. binding = this._bindings[ firstValidIndex ];
  26169. // and only call .getValue on the first
  26170. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26171. },
  26172. setValue: function ( array, offset ) {
  26173. var bindings = this._bindings;
  26174. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26175. bindings[ i ].setValue( array, offset );
  26176. }
  26177. },
  26178. bind: function () {
  26179. var bindings = this._bindings;
  26180. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26181. bindings[ i ].bind();
  26182. }
  26183. },
  26184. unbind: function () {
  26185. var bindings = this._bindings;
  26186. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26187. bindings[ i ].unbind();
  26188. }
  26189. }
  26190. } );
  26191. function PropertyBinding( rootNode, path, parsedPath ) {
  26192. this.path = path;
  26193. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26194. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26195. this.rootNode = rootNode;
  26196. }
  26197. Object.assign( PropertyBinding, {
  26198. Composite: Composite,
  26199. create: function ( root, path, parsedPath ) {
  26200. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26201. return new PropertyBinding( root, path, parsedPath );
  26202. } else {
  26203. return new PropertyBinding.Composite( root, path, parsedPath );
  26204. }
  26205. },
  26206. /**
  26207. * Replaces spaces with underscores and removes unsupported characters from
  26208. * node names, to ensure compatibility with parseTrackName().
  26209. *
  26210. * @param {string} name Node name to be sanitized.
  26211. * @return {string}
  26212. */
  26213. sanitizeNodeName: function ( name ) {
  26214. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26215. },
  26216. parseTrackName: function ( trackName ) {
  26217. var matches = _trackRe.exec( trackName );
  26218. if ( ! matches ) {
  26219. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26220. }
  26221. var results = {
  26222. // directoryName: matches[ 1 ], // (tschw) currently unused
  26223. nodeName: matches[ 2 ],
  26224. objectName: matches[ 3 ],
  26225. objectIndex: matches[ 4 ],
  26226. propertyName: matches[ 5 ], // required
  26227. propertyIndex: matches[ 6 ]
  26228. };
  26229. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26230. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26231. var objectName = results.nodeName.substring( lastDot + 1 );
  26232. // Object names must be checked against a whitelist. Otherwise, there
  26233. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26234. // 'bar' could be the objectName, or part of a nodeName (which can
  26235. // include '.' characters).
  26236. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26237. results.nodeName = results.nodeName.substring( 0, lastDot );
  26238. results.objectName = objectName;
  26239. }
  26240. }
  26241. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26242. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26243. }
  26244. return results;
  26245. },
  26246. findNode: function ( root, nodeName ) {
  26247. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26248. return root;
  26249. }
  26250. // search into skeleton bones.
  26251. if ( root.skeleton ) {
  26252. var bone = root.skeleton.getBoneByName( nodeName );
  26253. if ( bone !== undefined ) {
  26254. return bone;
  26255. }
  26256. }
  26257. // search into node subtree.
  26258. if ( root.children ) {
  26259. var searchNodeSubtree = function ( children ) {
  26260. for ( var i = 0; i < children.length; i ++ ) {
  26261. var childNode = children[ i ];
  26262. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26263. return childNode;
  26264. }
  26265. var result = searchNodeSubtree( childNode.children );
  26266. if ( result ) { return result; }
  26267. }
  26268. return null;
  26269. };
  26270. var subTreeNode = searchNodeSubtree( root.children );
  26271. if ( subTreeNode ) {
  26272. return subTreeNode;
  26273. }
  26274. }
  26275. return null;
  26276. }
  26277. } );
  26278. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26279. // these are used to "bind" a nonexistent property
  26280. _getValue_unavailable: function () {},
  26281. _setValue_unavailable: function () {},
  26282. BindingType: {
  26283. Direct: 0,
  26284. EntireArray: 1,
  26285. ArrayElement: 2,
  26286. HasFromToArray: 3
  26287. },
  26288. Versioning: {
  26289. None: 0,
  26290. NeedsUpdate: 1,
  26291. MatrixWorldNeedsUpdate: 2
  26292. },
  26293. GetterByBindingType: [
  26294. function getValue_direct( buffer, offset ) {
  26295. buffer[ offset ] = this.node[ this.propertyName ];
  26296. },
  26297. function getValue_array( buffer, offset ) {
  26298. var source = this.resolvedProperty;
  26299. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26300. buffer[ offset ++ ] = source[ i ];
  26301. }
  26302. },
  26303. function getValue_arrayElement( buffer, offset ) {
  26304. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26305. },
  26306. function getValue_toArray( buffer, offset ) {
  26307. this.resolvedProperty.toArray( buffer, offset );
  26308. }
  26309. ],
  26310. SetterByBindingTypeAndVersioning: [
  26311. [
  26312. // Direct
  26313. function setValue_direct( buffer, offset ) {
  26314. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26315. },
  26316. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26317. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26318. this.targetObject.needsUpdate = true;
  26319. },
  26320. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26321. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26322. this.targetObject.matrixWorldNeedsUpdate = true;
  26323. }
  26324. ], [
  26325. // EntireArray
  26326. function setValue_array( buffer, offset ) {
  26327. var dest = this.resolvedProperty;
  26328. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26329. dest[ i ] = buffer[ offset ++ ];
  26330. }
  26331. },
  26332. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26333. var dest = this.resolvedProperty;
  26334. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26335. dest[ i ] = buffer[ offset ++ ];
  26336. }
  26337. this.targetObject.needsUpdate = true;
  26338. },
  26339. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26340. var dest = this.resolvedProperty;
  26341. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26342. dest[ i ] = buffer[ offset ++ ];
  26343. }
  26344. this.targetObject.matrixWorldNeedsUpdate = true;
  26345. }
  26346. ], [
  26347. // ArrayElement
  26348. function setValue_arrayElement( buffer, offset ) {
  26349. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26350. },
  26351. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26352. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26353. this.targetObject.needsUpdate = true;
  26354. },
  26355. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26356. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26357. this.targetObject.matrixWorldNeedsUpdate = true;
  26358. }
  26359. ], [
  26360. // HasToFromArray
  26361. function setValue_fromArray( buffer, offset ) {
  26362. this.resolvedProperty.fromArray( buffer, offset );
  26363. },
  26364. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26365. this.resolvedProperty.fromArray( buffer, offset );
  26366. this.targetObject.needsUpdate = true;
  26367. },
  26368. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26369. this.resolvedProperty.fromArray( buffer, offset );
  26370. this.targetObject.matrixWorldNeedsUpdate = true;
  26371. }
  26372. ]
  26373. ],
  26374. getValue: function getValue_unbound( targetArray, offset ) {
  26375. this.bind();
  26376. this.getValue( targetArray, offset );
  26377. // Note: This class uses a State pattern on a per-method basis:
  26378. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26379. // prototype version of these methods with one that represents
  26380. // the bound state. When the property is not found, the methods
  26381. // become no-ops.
  26382. },
  26383. setValue: function getValue_unbound( sourceArray, offset ) {
  26384. this.bind();
  26385. this.setValue( sourceArray, offset );
  26386. },
  26387. // create getter / setter pair for a property in the scene graph
  26388. bind: function () {
  26389. var targetObject = this.node,
  26390. parsedPath = this.parsedPath,
  26391. objectName = parsedPath.objectName,
  26392. propertyName = parsedPath.propertyName,
  26393. propertyIndex = parsedPath.propertyIndex;
  26394. if ( ! targetObject ) {
  26395. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26396. this.node = targetObject;
  26397. }
  26398. // set fail state so we can just 'return' on error
  26399. this.getValue = this._getValue_unavailable;
  26400. this.setValue = this._setValue_unavailable;
  26401. // ensure there is a value node
  26402. if ( ! targetObject ) {
  26403. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26404. return;
  26405. }
  26406. if ( objectName ) {
  26407. var objectIndex = parsedPath.objectIndex;
  26408. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26409. switch ( objectName ) {
  26410. case 'materials':
  26411. if ( ! targetObject.material ) {
  26412. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26413. return;
  26414. }
  26415. if ( ! targetObject.material.materials ) {
  26416. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26417. return;
  26418. }
  26419. targetObject = targetObject.material.materials;
  26420. break;
  26421. case 'bones':
  26422. if ( ! targetObject.skeleton ) {
  26423. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26424. return;
  26425. }
  26426. // potential future optimization: skip this if propertyIndex is already an integer
  26427. // and convert the integer string to a true integer.
  26428. targetObject = targetObject.skeleton.bones;
  26429. // support resolving morphTarget names into indices.
  26430. for ( var i = 0; i < targetObject.length; i ++ ) {
  26431. if ( targetObject[ i ].name === objectIndex ) {
  26432. objectIndex = i;
  26433. break;
  26434. }
  26435. }
  26436. break;
  26437. default:
  26438. if ( targetObject[ objectName ] === undefined ) {
  26439. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26440. return;
  26441. }
  26442. targetObject = targetObject[ objectName ];
  26443. }
  26444. if ( objectIndex !== undefined ) {
  26445. if ( targetObject[ objectIndex ] === undefined ) {
  26446. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26447. return;
  26448. }
  26449. targetObject = targetObject[ objectIndex ];
  26450. }
  26451. }
  26452. // resolve property
  26453. var nodeProperty = targetObject[ propertyName ];
  26454. if ( nodeProperty === undefined ) {
  26455. var nodeName = parsedPath.nodeName;
  26456. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26457. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26458. return;
  26459. }
  26460. // determine versioning scheme
  26461. var versioning = this.Versioning.None;
  26462. this.targetObject = targetObject;
  26463. if ( targetObject.needsUpdate !== undefined ) { // material
  26464. versioning = this.Versioning.NeedsUpdate;
  26465. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26466. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26467. }
  26468. // determine how the property gets bound
  26469. var bindingType = this.BindingType.Direct;
  26470. if ( propertyIndex !== undefined ) {
  26471. // access a sub element of the property array (only primitives are supported right now)
  26472. if ( propertyName === "morphTargetInfluences" ) {
  26473. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26474. // support resolving morphTarget names into indices.
  26475. if ( ! targetObject.geometry ) {
  26476. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26477. return;
  26478. }
  26479. if ( targetObject.geometry.isBufferGeometry ) {
  26480. if ( ! targetObject.geometry.morphAttributes ) {
  26481. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26482. return;
  26483. }
  26484. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26485. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26486. }
  26487. } else {
  26488. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26489. return;
  26490. }
  26491. }
  26492. bindingType = this.BindingType.ArrayElement;
  26493. this.resolvedProperty = nodeProperty;
  26494. this.propertyIndex = propertyIndex;
  26495. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26496. // must use copy for Object3D.Euler/Quaternion
  26497. bindingType = this.BindingType.HasFromToArray;
  26498. this.resolvedProperty = nodeProperty;
  26499. } else if ( Array.isArray( nodeProperty ) ) {
  26500. bindingType = this.BindingType.EntireArray;
  26501. this.resolvedProperty = nodeProperty;
  26502. } else {
  26503. this.propertyName = propertyName;
  26504. }
  26505. // select getter / setter
  26506. this.getValue = this.GetterByBindingType[ bindingType ];
  26507. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26508. },
  26509. unbind: function () {
  26510. this.node = null;
  26511. // back to the prototype version of getValue / setValue
  26512. // note: avoiding to mutate the shape of 'this' via 'delete'
  26513. this.getValue = this._getValue_unbound;
  26514. this.setValue = this._setValue_unbound;
  26515. }
  26516. } );
  26517. // DECLARE ALIAS AFTER assign prototype
  26518. Object.assign( PropertyBinding.prototype, {
  26519. // initial state of these methods that calls 'bind'
  26520. _getValue_unbound: PropertyBinding.prototype.getValue,
  26521. _setValue_unbound: PropertyBinding.prototype.setValue,
  26522. } );
  26523. /**
  26524. *
  26525. * A group of objects that receives a shared animation state.
  26526. *
  26527. * Usage:
  26528. *
  26529. * - Add objects you would otherwise pass as 'root' to the
  26530. * constructor or the .clipAction method of AnimationMixer.
  26531. *
  26532. * - Instead pass this object as 'root'.
  26533. *
  26534. * - You can also add and remove objects later when the mixer
  26535. * is running.
  26536. *
  26537. * Note:
  26538. *
  26539. * Objects of this class appear as one object to the mixer,
  26540. * so cache control of the individual objects must be done
  26541. * on the group.
  26542. *
  26543. * Limitation:
  26544. *
  26545. * - The animated properties must be compatible among the
  26546. * all objects in the group.
  26547. *
  26548. * - A single property can either be controlled through a
  26549. * target group or directly, but not both.
  26550. *
  26551. * @author tschw
  26552. */
  26553. function AnimationObjectGroup() {
  26554. this.uuid = MathUtils.generateUUID();
  26555. // cached objects followed by the active ones
  26556. this._objects = Array.prototype.slice.call( arguments );
  26557. this.nCachedObjects_ = 0; // threshold
  26558. // note: read by PropertyBinding.Composite
  26559. var indices = {};
  26560. this._indicesByUUID = indices; // for bookkeeping
  26561. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26562. indices[ arguments[ i ].uuid ] = i;
  26563. }
  26564. this._paths = []; // inside: string
  26565. this._parsedPaths = []; // inside: { we don't care, here }
  26566. this._bindings = []; // inside: Array< PropertyBinding >
  26567. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26568. var scope = this;
  26569. this.stats = {
  26570. objects: {
  26571. get total() {
  26572. return scope._objects.length;
  26573. },
  26574. get inUse() {
  26575. return this.total - scope.nCachedObjects_;
  26576. }
  26577. },
  26578. get bindingsPerObject() {
  26579. return scope._bindings.length;
  26580. }
  26581. };
  26582. }
  26583. Object.assign( AnimationObjectGroup.prototype, {
  26584. isAnimationObjectGroup: true,
  26585. add: function () {
  26586. var objects = this._objects,
  26587. indicesByUUID = this._indicesByUUID,
  26588. paths = this._paths,
  26589. parsedPaths = this._parsedPaths,
  26590. bindings = this._bindings,
  26591. nBindings = bindings.length;
  26592. var knownObject = undefined,
  26593. nObjects = objects.length,
  26594. nCachedObjects = this.nCachedObjects_;
  26595. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26596. var object = arguments[ i ],
  26597. uuid = object.uuid;
  26598. var index = indicesByUUID[ uuid ];
  26599. if ( index === undefined ) {
  26600. // unknown object -> add it to the ACTIVE region
  26601. index = nObjects ++;
  26602. indicesByUUID[ uuid ] = index;
  26603. objects.push( object );
  26604. // accounting is done, now do the same for all bindings
  26605. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26606. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26607. }
  26608. } else if ( index < nCachedObjects ) {
  26609. knownObject = objects[ index ];
  26610. // move existing object to the ACTIVE region
  26611. var firstActiveIndex = -- nCachedObjects,
  26612. lastCachedObject = objects[ firstActiveIndex ];
  26613. indicesByUUID[ lastCachedObject.uuid ] = index;
  26614. objects[ index ] = lastCachedObject;
  26615. indicesByUUID[ uuid ] = firstActiveIndex;
  26616. objects[ firstActiveIndex ] = object;
  26617. // accounting is done, now do the same for all bindings
  26618. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26619. var bindingsForPath = bindings[ j$1 ],
  26620. lastCached = bindingsForPath[ firstActiveIndex ];
  26621. var binding = bindingsForPath[ index ];
  26622. bindingsForPath[ index ] = lastCached;
  26623. if ( binding === undefined ) {
  26624. // since we do not bother to create new bindings
  26625. // for objects that are cached, the binding may
  26626. // or may not exist
  26627. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26628. }
  26629. bindingsForPath[ firstActiveIndex ] = binding;
  26630. }
  26631. } else if ( objects[ index ] !== knownObject ) {
  26632. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26633. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26634. } // else the object is already where we want it to be
  26635. } // for arguments
  26636. this.nCachedObjects_ = nCachedObjects;
  26637. },
  26638. remove: function () {
  26639. var objects = this._objects,
  26640. indicesByUUID = this._indicesByUUID,
  26641. bindings = this._bindings,
  26642. nBindings = bindings.length;
  26643. var nCachedObjects = this.nCachedObjects_;
  26644. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26645. var object = arguments[ i ],
  26646. uuid = object.uuid,
  26647. index = indicesByUUID[ uuid ];
  26648. if ( index !== undefined && index >= nCachedObjects ) {
  26649. // move existing object into the CACHED region
  26650. var lastCachedIndex = nCachedObjects ++,
  26651. firstActiveObject = objects[ lastCachedIndex ];
  26652. indicesByUUID[ firstActiveObject.uuid ] = index;
  26653. objects[ index ] = firstActiveObject;
  26654. indicesByUUID[ uuid ] = lastCachedIndex;
  26655. objects[ lastCachedIndex ] = object;
  26656. // accounting is done, now do the same for all bindings
  26657. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26658. var bindingsForPath = bindings[ j ],
  26659. firstActive = bindingsForPath[ lastCachedIndex ],
  26660. binding = bindingsForPath[ index ];
  26661. bindingsForPath[ index ] = firstActive;
  26662. bindingsForPath[ lastCachedIndex ] = binding;
  26663. }
  26664. }
  26665. } // for arguments
  26666. this.nCachedObjects_ = nCachedObjects;
  26667. },
  26668. // remove & forget
  26669. uncache: function () {
  26670. var objects = this._objects,
  26671. indicesByUUID = this._indicesByUUID,
  26672. bindings = this._bindings,
  26673. nBindings = bindings.length;
  26674. var nCachedObjects = this.nCachedObjects_,
  26675. nObjects = objects.length;
  26676. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26677. var object = arguments[ i ],
  26678. uuid = object.uuid,
  26679. index = indicesByUUID[ uuid ];
  26680. if ( index !== undefined ) {
  26681. delete indicesByUUID[ uuid ];
  26682. if ( index < nCachedObjects ) {
  26683. // object is cached, shrink the CACHED region
  26684. var firstActiveIndex = -- nCachedObjects,
  26685. lastCachedObject = objects[ firstActiveIndex ],
  26686. lastIndex = -- nObjects,
  26687. lastObject = objects[ lastIndex ];
  26688. // last cached object takes this object's place
  26689. indicesByUUID[ lastCachedObject.uuid ] = index;
  26690. objects[ index ] = lastCachedObject;
  26691. // last object goes to the activated slot and pop
  26692. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26693. objects[ firstActiveIndex ] = lastObject;
  26694. objects.pop();
  26695. // accounting is done, now do the same for all bindings
  26696. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26697. var bindingsForPath = bindings[ j ],
  26698. lastCached = bindingsForPath[ firstActiveIndex ],
  26699. last = bindingsForPath[ lastIndex ];
  26700. bindingsForPath[ index ] = lastCached;
  26701. bindingsForPath[ firstActiveIndex ] = last;
  26702. bindingsForPath.pop();
  26703. }
  26704. } else {
  26705. // object is active, just swap with the last and pop
  26706. var lastIndex$1 = -- nObjects,
  26707. lastObject$1 = objects[ lastIndex$1 ];
  26708. indicesByUUID[ lastObject$1.uuid ] = index;
  26709. objects[ index ] = lastObject$1;
  26710. objects.pop();
  26711. // accounting is done, now do the same for all bindings
  26712. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26713. var bindingsForPath$1 = bindings[ j$1 ];
  26714. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26715. bindingsForPath$1.pop();
  26716. }
  26717. } // cached or active
  26718. } // if object is known
  26719. } // for arguments
  26720. this.nCachedObjects_ = nCachedObjects;
  26721. },
  26722. // Internal interface used by befriended PropertyBinding.Composite:
  26723. subscribe_: function ( path, parsedPath ) {
  26724. // returns an array of bindings for the given path that is changed
  26725. // according to the contained objects in the group
  26726. var indicesByPath = this._bindingsIndicesByPath,
  26727. index = indicesByPath[ path ],
  26728. bindings = this._bindings;
  26729. if ( index !== undefined ) { return bindings[ index ]; }
  26730. var paths = this._paths,
  26731. parsedPaths = this._parsedPaths,
  26732. objects = this._objects,
  26733. nObjects = objects.length,
  26734. nCachedObjects = this.nCachedObjects_,
  26735. bindingsForPath = new Array( nObjects );
  26736. index = bindings.length;
  26737. indicesByPath[ path ] = index;
  26738. paths.push( path );
  26739. parsedPaths.push( parsedPath );
  26740. bindings.push( bindingsForPath );
  26741. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26742. var object = objects[ i ];
  26743. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26744. }
  26745. return bindingsForPath;
  26746. },
  26747. unsubscribe_: function ( path ) {
  26748. // tells the group to forget about a property path and no longer
  26749. // update the array previously obtained with 'subscribe_'
  26750. var indicesByPath = this._bindingsIndicesByPath,
  26751. index = indicesByPath[ path ];
  26752. if ( index !== undefined ) {
  26753. var paths = this._paths,
  26754. parsedPaths = this._parsedPaths,
  26755. bindings = this._bindings,
  26756. lastBindingsIndex = bindings.length - 1,
  26757. lastBindings = bindings[ lastBindingsIndex ],
  26758. lastBindingsPath = path[ lastBindingsIndex ];
  26759. indicesByPath[ lastBindingsPath ] = index;
  26760. bindings[ index ] = lastBindings;
  26761. bindings.pop();
  26762. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26763. parsedPaths.pop();
  26764. paths[ index ] = paths[ lastBindingsIndex ];
  26765. paths.pop();
  26766. }
  26767. }
  26768. } );
  26769. /**
  26770. *
  26771. * Action provided by AnimationMixer for scheduling clip playback on specific
  26772. * objects.
  26773. *
  26774. * @author Ben Houston / http://clara.io/
  26775. * @author David Sarno / http://lighthaus.us/
  26776. * @author tschw
  26777. *
  26778. */
  26779. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26780. this._mixer = mixer;
  26781. this._clip = clip;
  26782. this._localRoot = localRoot || null;
  26783. this.blendMode = blendMode || clip.blendMode;
  26784. var tracks = clip.tracks,
  26785. nTracks = tracks.length,
  26786. interpolants = new Array( nTracks );
  26787. var interpolantSettings = {
  26788. endingStart: ZeroCurvatureEnding,
  26789. endingEnd: ZeroCurvatureEnding
  26790. };
  26791. for ( var i = 0; i !== nTracks; ++ i ) {
  26792. var interpolant = tracks[ i ].createInterpolant( null );
  26793. interpolants[ i ] = interpolant;
  26794. interpolant.settings = interpolantSettings;
  26795. }
  26796. this._interpolantSettings = interpolantSettings;
  26797. this._interpolants = interpolants; // bound by the mixer
  26798. // inside: PropertyMixer (managed by the mixer)
  26799. this._propertyBindings = new Array( nTracks );
  26800. this._cacheIndex = null; // for the memory manager
  26801. this._byClipCacheIndex = null; // for the memory manager
  26802. this._timeScaleInterpolant = null;
  26803. this._weightInterpolant = null;
  26804. this.loop = LoopRepeat;
  26805. this._loopCount = - 1;
  26806. // global mixer time when the action is to be started
  26807. // it's set back to 'null' upon start of the action
  26808. this._startTime = null;
  26809. // scaled local time of the action
  26810. // gets clamped or wrapped to 0..clip.duration according to loop
  26811. this.time = 0;
  26812. this.timeScale = 1;
  26813. this._effectiveTimeScale = 1;
  26814. this.weight = 1;
  26815. this._effectiveWeight = 1;
  26816. this.repetitions = Infinity; // no. of repetitions when looping
  26817. this.paused = false; // true -> zero effective time scale
  26818. this.enabled = true; // false -> zero effective weight
  26819. this.clampWhenFinished = false;// keep feeding the last frame?
  26820. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26821. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26822. }
  26823. Object.assign( AnimationAction.prototype, {
  26824. // State & Scheduling
  26825. play: function () {
  26826. this._mixer._activateAction( this );
  26827. return this;
  26828. },
  26829. stop: function () {
  26830. this._mixer._deactivateAction( this );
  26831. return this.reset();
  26832. },
  26833. reset: function () {
  26834. this.paused = false;
  26835. this.enabled = true;
  26836. this.time = 0; // restart clip
  26837. this._loopCount = - 1;// forget previous loops
  26838. this._startTime = null;// forget scheduling
  26839. return this.stopFading().stopWarping();
  26840. },
  26841. isRunning: function () {
  26842. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26843. this._startTime === null && this._mixer._isActiveAction( this );
  26844. },
  26845. // return true when play has been called
  26846. isScheduled: function () {
  26847. return this._mixer._isActiveAction( this );
  26848. },
  26849. startAt: function ( time ) {
  26850. this._startTime = time;
  26851. return this;
  26852. },
  26853. setLoop: function ( mode, repetitions ) {
  26854. this.loop = mode;
  26855. this.repetitions = repetitions;
  26856. return this;
  26857. },
  26858. // Weight
  26859. // set the weight stopping any scheduled fading
  26860. // although .enabled = false yields an effective weight of zero, this
  26861. // method does *not* change .enabled, because it would be confusing
  26862. setEffectiveWeight: function ( weight ) {
  26863. this.weight = weight;
  26864. // note: same logic as when updated at runtime
  26865. this._effectiveWeight = this.enabled ? weight : 0;
  26866. return this.stopFading();
  26867. },
  26868. // return the weight considering fading and .enabled
  26869. getEffectiveWeight: function () {
  26870. return this._effectiveWeight;
  26871. },
  26872. fadeIn: function ( duration ) {
  26873. return this._scheduleFading( duration, 0, 1 );
  26874. },
  26875. fadeOut: function ( duration ) {
  26876. return this._scheduleFading( duration, 1, 0 );
  26877. },
  26878. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26879. fadeOutAction.fadeOut( duration );
  26880. this.fadeIn( duration );
  26881. if ( warp ) {
  26882. var fadeInDuration = this._clip.duration,
  26883. fadeOutDuration = fadeOutAction._clip.duration,
  26884. startEndRatio = fadeOutDuration / fadeInDuration,
  26885. endStartRatio = fadeInDuration / fadeOutDuration;
  26886. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26887. this.warp( endStartRatio, 1.0, duration );
  26888. }
  26889. return this;
  26890. },
  26891. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26892. return fadeInAction.crossFadeFrom( this, duration, warp );
  26893. },
  26894. stopFading: function () {
  26895. var weightInterpolant = this._weightInterpolant;
  26896. if ( weightInterpolant !== null ) {
  26897. this._weightInterpolant = null;
  26898. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26899. }
  26900. return this;
  26901. },
  26902. // Time Scale Control
  26903. // set the time scale stopping any scheduled warping
  26904. // although .paused = true yields an effective time scale of zero, this
  26905. // method does *not* change .paused, because it would be confusing
  26906. setEffectiveTimeScale: function ( timeScale ) {
  26907. this.timeScale = timeScale;
  26908. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26909. return this.stopWarping();
  26910. },
  26911. // return the time scale considering warping and .paused
  26912. getEffectiveTimeScale: function () {
  26913. return this._effectiveTimeScale;
  26914. },
  26915. setDuration: function ( duration ) {
  26916. this.timeScale = this._clip.duration / duration;
  26917. return this.stopWarping();
  26918. },
  26919. syncWith: function ( action ) {
  26920. this.time = action.time;
  26921. this.timeScale = action.timeScale;
  26922. return this.stopWarping();
  26923. },
  26924. halt: function ( duration ) {
  26925. return this.warp( this._effectiveTimeScale, 0, duration );
  26926. },
  26927. warp: function ( startTimeScale, endTimeScale, duration ) {
  26928. var mixer = this._mixer,
  26929. now = mixer.time,
  26930. timeScale = this.timeScale;
  26931. var interpolant = this._timeScaleInterpolant;
  26932. if ( interpolant === null ) {
  26933. interpolant = mixer._lendControlInterpolant();
  26934. this._timeScaleInterpolant = interpolant;
  26935. }
  26936. var times = interpolant.parameterPositions,
  26937. values = interpolant.sampleValues;
  26938. times[ 0 ] = now;
  26939. times[ 1 ] = now + duration;
  26940. values[ 0 ] = startTimeScale / timeScale;
  26941. values[ 1 ] = endTimeScale / timeScale;
  26942. return this;
  26943. },
  26944. stopWarping: function () {
  26945. var timeScaleInterpolant = this._timeScaleInterpolant;
  26946. if ( timeScaleInterpolant !== null ) {
  26947. this._timeScaleInterpolant = null;
  26948. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26949. }
  26950. return this;
  26951. },
  26952. // Object Accessors
  26953. getMixer: function () {
  26954. return this._mixer;
  26955. },
  26956. getClip: function () {
  26957. return this._clip;
  26958. },
  26959. getRoot: function () {
  26960. return this._localRoot || this._mixer._root;
  26961. },
  26962. // Interna
  26963. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26964. // called by the mixer
  26965. if ( ! this.enabled ) {
  26966. // call ._updateWeight() to update ._effectiveWeight
  26967. this._updateWeight( time );
  26968. return;
  26969. }
  26970. var startTime = this._startTime;
  26971. if ( startTime !== null ) {
  26972. // check for scheduled start of action
  26973. var timeRunning = ( time - startTime ) * timeDirection;
  26974. if ( timeRunning < 0 || timeDirection === 0 ) {
  26975. return; // yet to come / don't decide when delta = 0
  26976. }
  26977. // start
  26978. this._startTime = null; // unschedule
  26979. deltaTime = timeDirection * timeRunning;
  26980. }
  26981. // apply time scale and advance time
  26982. deltaTime *= this._updateTimeScale( time );
  26983. var clipTime = this._updateTime( deltaTime );
  26984. // note: _updateTime may disable the action resulting in
  26985. // an effective weight of 0
  26986. var weight = this._updateWeight( time );
  26987. if ( weight > 0 ) {
  26988. var interpolants = this._interpolants;
  26989. var propertyMixers = this._propertyBindings;
  26990. switch ( this.blendMode ) {
  26991. case AdditiveAnimationBlendMode:
  26992. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26993. interpolants[ j ].evaluate( clipTime );
  26994. propertyMixers[ j ].accumulateAdditive( weight );
  26995. }
  26996. break;
  26997. case NormalAnimationBlendMode:
  26998. default:
  26999. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27000. interpolants[ j$1 ].evaluate( clipTime );
  27001. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27002. }
  27003. }
  27004. }
  27005. },
  27006. _updateWeight: function ( time ) {
  27007. var weight = 0;
  27008. if ( this.enabled ) {
  27009. weight = this.weight;
  27010. var interpolant = this._weightInterpolant;
  27011. if ( interpolant !== null ) {
  27012. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27013. weight *= interpolantValue;
  27014. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27015. this.stopFading();
  27016. if ( interpolantValue === 0 ) {
  27017. // faded out, disable
  27018. this.enabled = false;
  27019. }
  27020. }
  27021. }
  27022. }
  27023. this._effectiveWeight = weight;
  27024. return weight;
  27025. },
  27026. _updateTimeScale: function ( time ) {
  27027. var timeScale = 0;
  27028. if ( ! this.paused ) {
  27029. timeScale = this.timeScale;
  27030. var interpolant = this._timeScaleInterpolant;
  27031. if ( interpolant !== null ) {
  27032. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27033. timeScale *= interpolantValue;
  27034. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27035. this.stopWarping();
  27036. if ( timeScale === 0 ) {
  27037. // motion has halted, pause
  27038. this.paused = true;
  27039. } else {
  27040. // warp done - apply final time scale
  27041. this.timeScale = timeScale;
  27042. }
  27043. }
  27044. }
  27045. }
  27046. this._effectiveTimeScale = timeScale;
  27047. return timeScale;
  27048. },
  27049. _updateTime: function ( deltaTime ) {
  27050. var duration = this._clip.duration;
  27051. var loop = this.loop;
  27052. var time = this.time + deltaTime;
  27053. var loopCount = this._loopCount;
  27054. var pingPong = ( loop === LoopPingPong );
  27055. if ( deltaTime === 0 ) {
  27056. if ( loopCount === - 1 ) { return time; }
  27057. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27058. }
  27059. if ( loop === LoopOnce ) {
  27060. if ( loopCount === - 1 ) {
  27061. // just started
  27062. this._loopCount = 0;
  27063. this._setEndings( true, true, false );
  27064. }
  27065. handle_stop: {
  27066. if ( time >= duration ) {
  27067. time = duration;
  27068. } else if ( time < 0 ) {
  27069. time = 0;
  27070. } else {
  27071. this.time = time;
  27072. break handle_stop;
  27073. }
  27074. if ( this.clampWhenFinished ) { this.paused = true; }
  27075. else { this.enabled = false; }
  27076. this.time = time;
  27077. this._mixer.dispatchEvent( {
  27078. type: 'finished', action: this,
  27079. direction: deltaTime < 0 ? - 1 : 1
  27080. } );
  27081. }
  27082. } else { // repetitive Repeat or PingPong
  27083. if ( loopCount === - 1 ) {
  27084. // just started
  27085. if ( deltaTime >= 0 ) {
  27086. loopCount = 0;
  27087. this._setEndings( true, this.repetitions === 0, pingPong );
  27088. } else {
  27089. // when looping in reverse direction, the initial
  27090. // transition through zero counts as a repetition,
  27091. // so leave loopCount at -1
  27092. this._setEndings( this.repetitions === 0, true, pingPong );
  27093. }
  27094. }
  27095. if ( time >= duration || time < 0 ) {
  27096. // wrap around
  27097. var loopDelta = Math.floor( time / duration ); // signed
  27098. time -= duration * loopDelta;
  27099. loopCount += Math.abs( loopDelta );
  27100. var pending = this.repetitions - loopCount;
  27101. if ( pending <= 0 ) {
  27102. // have to stop (switch state, clamp time, fire event)
  27103. if ( this.clampWhenFinished ) { this.paused = true; }
  27104. else { this.enabled = false; }
  27105. time = deltaTime > 0 ? duration : 0;
  27106. this.time = time;
  27107. this._mixer.dispatchEvent( {
  27108. type: 'finished', action: this,
  27109. direction: deltaTime > 0 ? 1 : - 1
  27110. } );
  27111. } else {
  27112. // keep running
  27113. if ( pending === 1 ) {
  27114. // entering the last round
  27115. var atStart = deltaTime < 0;
  27116. this._setEndings( atStart, ! atStart, pingPong );
  27117. } else {
  27118. this._setEndings( false, false, pingPong );
  27119. }
  27120. this._loopCount = loopCount;
  27121. this.time = time;
  27122. this._mixer.dispatchEvent( {
  27123. type: 'loop', action: this, loopDelta: loopDelta
  27124. } );
  27125. }
  27126. } else {
  27127. this.time = time;
  27128. }
  27129. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27130. // invert time for the "pong round"
  27131. return duration - time;
  27132. }
  27133. }
  27134. return time;
  27135. },
  27136. _setEndings: function ( atStart, atEnd, pingPong ) {
  27137. var settings = this._interpolantSettings;
  27138. if ( pingPong ) {
  27139. settings.endingStart = ZeroSlopeEnding;
  27140. settings.endingEnd = ZeroSlopeEnding;
  27141. } else {
  27142. // assuming for LoopOnce atStart == atEnd == true
  27143. if ( atStart ) {
  27144. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27145. } else {
  27146. settings.endingStart = WrapAroundEnding;
  27147. }
  27148. if ( atEnd ) {
  27149. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27150. } else {
  27151. settings.endingEnd = WrapAroundEnding;
  27152. }
  27153. }
  27154. },
  27155. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27156. var mixer = this._mixer, now = mixer.time;
  27157. var interpolant = this._weightInterpolant;
  27158. if ( interpolant === null ) {
  27159. interpolant = mixer._lendControlInterpolant();
  27160. this._weightInterpolant = interpolant;
  27161. }
  27162. var times = interpolant.parameterPositions,
  27163. values = interpolant.sampleValues;
  27164. times[ 0 ] = now;
  27165. values[ 0 ] = weightNow;
  27166. times[ 1 ] = now + duration;
  27167. values[ 1 ] = weightThen;
  27168. return this;
  27169. }
  27170. } );
  27171. /**
  27172. *
  27173. * Player for AnimationClips.
  27174. *
  27175. *
  27176. * @author Ben Houston / http://clara.io/
  27177. * @author David Sarno / http://lighthaus.us/
  27178. * @author tschw
  27179. */
  27180. function AnimationMixer( root ) {
  27181. this._root = root;
  27182. this._initMemoryManager();
  27183. this._accuIndex = 0;
  27184. this.time = 0;
  27185. this.timeScale = 1.0;
  27186. }
  27187. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27188. constructor: AnimationMixer,
  27189. _bindAction: function ( action, prototypeAction ) {
  27190. var root = action._localRoot || this._root,
  27191. tracks = action._clip.tracks,
  27192. nTracks = tracks.length,
  27193. bindings = action._propertyBindings,
  27194. interpolants = action._interpolants,
  27195. rootUuid = root.uuid,
  27196. bindingsByRoot = this._bindingsByRootAndName;
  27197. var bindingsByName = bindingsByRoot[ rootUuid ];
  27198. if ( bindingsByName === undefined ) {
  27199. bindingsByName = {};
  27200. bindingsByRoot[ rootUuid ] = bindingsByName;
  27201. }
  27202. for ( var i = 0; i !== nTracks; ++ i ) {
  27203. var track = tracks[ i ],
  27204. trackName = track.name;
  27205. var binding = bindingsByName[ trackName ];
  27206. if ( binding !== undefined ) {
  27207. bindings[ i ] = binding;
  27208. } else {
  27209. binding = bindings[ i ];
  27210. if ( binding !== undefined ) {
  27211. // existing binding, make sure the cache knows
  27212. if ( binding._cacheIndex === null ) {
  27213. ++ binding.referenceCount;
  27214. this._addInactiveBinding( binding, rootUuid, trackName );
  27215. }
  27216. continue;
  27217. }
  27218. var path = prototypeAction && prototypeAction.
  27219. _propertyBindings[ i ].binding.parsedPath;
  27220. binding = new PropertyMixer(
  27221. PropertyBinding.create( root, trackName, path ),
  27222. track.ValueTypeName, track.getValueSize() );
  27223. ++ binding.referenceCount;
  27224. this._addInactiveBinding( binding, rootUuid, trackName );
  27225. bindings[ i ] = binding;
  27226. }
  27227. interpolants[ i ].resultBuffer = binding.buffer;
  27228. }
  27229. },
  27230. _activateAction: function ( action ) {
  27231. if ( ! this._isActiveAction( action ) ) {
  27232. if ( action._cacheIndex === null ) {
  27233. // this action has been forgotten by the cache, but the user
  27234. // appears to be still using it -> rebind
  27235. var rootUuid = ( action._localRoot || this._root ).uuid,
  27236. clipUuid = action._clip.uuid,
  27237. actionsForClip = this._actionsByClip[ clipUuid ];
  27238. this._bindAction( action,
  27239. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27240. this._addInactiveAction( action, clipUuid, rootUuid );
  27241. }
  27242. var bindings = action._propertyBindings;
  27243. // increment reference counts / sort out state
  27244. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27245. var binding = bindings[ i ];
  27246. if ( binding.useCount ++ === 0 ) {
  27247. this._lendBinding( binding );
  27248. binding.saveOriginalState();
  27249. }
  27250. }
  27251. this._lendAction( action );
  27252. }
  27253. },
  27254. _deactivateAction: function ( action ) {
  27255. if ( this._isActiveAction( action ) ) {
  27256. var bindings = action._propertyBindings;
  27257. // decrement reference counts / sort out state
  27258. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27259. var binding = bindings[ i ];
  27260. if ( -- binding.useCount === 0 ) {
  27261. binding.restoreOriginalState();
  27262. this._takeBackBinding( binding );
  27263. }
  27264. }
  27265. this._takeBackAction( action );
  27266. }
  27267. },
  27268. // Memory manager
  27269. _initMemoryManager: function () {
  27270. this._actions = []; // 'nActiveActions' followed by inactive ones
  27271. this._nActiveActions = 0;
  27272. this._actionsByClip = {};
  27273. // inside:
  27274. // {
  27275. // knownActions: Array< AnimationAction > - used as prototypes
  27276. // actionByRoot: AnimationAction - lookup
  27277. // }
  27278. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27279. this._nActiveBindings = 0;
  27280. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27281. this._controlInterpolants = []; // same game as above
  27282. this._nActiveControlInterpolants = 0;
  27283. var scope = this;
  27284. this.stats = {
  27285. actions: {
  27286. get total() {
  27287. return scope._actions.length;
  27288. },
  27289. get inUse() {
  27290. return scope._nActiveActions;
  27291. }
  27292. },
  27293. bindings: {
  27294. get total() {
  27295. return scope._bindings.length;
  27296. },
  27297. get inUse() {
  27298. return scope._nActiveBindings;
  27299. }
  27300. },
  27301. controlInterpolants: {
  27302. get total() {
  27303. return scope._controlInterpolants.length;
  27304. },
  27305. get inUse() {
  27306. return scope._nActiveControlInterpolants;
  27307. }
  27308. }
  27309. };
  27310. },
  27311. // Memory management for AnimationAction objects
  27312. _isActiveAction: function ( action ) {
  27313. var index = action._cacheIndex;
  27314. return index !== null && index < this._nActiveActions;
  27315. },
  27316. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27317. var actions = this._actions,
  27318. actionsByClip = this._actionsByClip;
  27319. var actionsForClip = actionsByClip[ clipUuid ];
  27320. if ( actionsForClip === undefined ) {
  27321. actionsForClip = {
  27322. knownActions: [ action ],
  27323. actionByRoot: {}
  27324. };
  27325. action._byClipCacheIndex = 0;
  27326. actionsByClip[ clipUuid ] = actionsForClip;
  27327. } else {
  27328. var knownActions = actionsForClip.knownActions;
  27329. action._byClipCacheIndex = knownActions.length;
  27330. knownActions.push( action );
  27331. }
  27332. action._cacheIndex = actions.length;
  27333. actions.push( action );
  27334. actionsForClip.actionByRoot[ rootUuid ] = action;
  27335. },
  27336. _removeInactiveAction: function ( action ) {
  27337. var actions = this._actions,
  27338. lastInactiveAction = actions[ actions.length - 1 ],
  27339. cacheIndex = action._cacheIndex;
  27340. lastInactiveAction._cacheIndex = cacheIndex;
  27341. actions[ cacheIndex ] = lastInactiveAction;
  27342. actions.pop();
  27343. action._cacheIndex = null;
  27344. var clipUuid = action._clip.uuid,
  27345. actionsByClip = this._actionsByClip,
  27346. actionsForClip = actionsByClip[ clipUuid ],
  27347. knownActionsForClip = actionsForClip.knownActions,
  27348. lastKnownAction =
  27349. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27350. byClipCacheIndex = action._byClipCacheIndex;
  27351. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27352. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27353. knownActionsForClip.pop();
  27354. action._byClipCacheIndex = null;
  27355. var actionByRoot = actionsForClip.actionByRoot,
  27356. rootUuid = ( action._localRoot || this._root ).uuid;
  27357. delete actionByRoot[ rootUuid ];
  27358. if ( knownActionsForClip.length === 0 ) {
  27359. delete actionsByClip[ clipUuid ];
  27360. }
  27361. this._removeInactiveBindingsForAction( action );
  27362. },
  27363. _removeInactiveBindingsForAction: function ( action ) {
  27364. var bindings = action._propertyBindings;
  27365. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27366. var binding = bindings[ i ];
  27367. if ( -- binding.referenceCount === 0 ) {
  27368. this._removeInactiveBinding( binding );
  27369. }
  27370. }
  27371. },
  27372. _lendAction: function ( action ) {
  27373. // [ active actions | inactive actions ]
  27374. // [ active actions >| inactive actions ]
  27375. // s a
  27376. // <-swap->
  27377. // a s
  27378. var actions = this._actions,
  27379. prevIndex = action._cacheIndex,
  27380. lastActiveIndex = this._nActiveActions ++,
  27381. firstInactiveAction = actions[ lastActiveIndex ];
  27382. action._cacheIndex = lastActiveIndex;
  27383. actions[ lastActiveIndex ] = action;
  27384. firstInactiveAction._cacheIndex = prevIndex;
  27385. actions[ prevIndex ] = firstInactiveAction;
  27386. },
  27387. _takeBackAction: function ( action ) {
  27388. // [ active actions | inactive actions ]
  27389. // [ active actions |< inactive actions ]
  27390. // a s
  27391. // <-swap->
  27392. // s a
  27393. var actions = this._actions,
  27394. prevIndex = action._cacheIndex,
  27395. firstInactiveIndex = -- this._nActiveActions,
  27396. lastActiveAction = actions[ firstInactiveIndex ];
  27397. action._cacheIndex = firstInactiveIndex;
  27398. actions[ firstInactiveIndex ] = action;
  27399. lastActiveAction._cacheIndex = prevIndex;
  27400. actions[ prevIndex ] = lastActiveAction;
  27401. },
  27402. // Memory management for PropertyMixer objects
  27403. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27404. var bindingsByRoot = this._bindingsByRootAndName,
  27405. bindings = this._bindings;
  27406. var bindingByName = bindingsByRoot[ rootUuid ];
  27407. if ( bindingByName === undefined ) {
  27408. bindingByName = {};
  27409. bindingsByRoot[ rootUuid ] = bindingByName;
  27410. }
  27411. bindingByName[ trackName ] = binding;
  27412. binding._cacheIndex = bindings.length;
  27413. bindings.push( binding );
  27414. },
  27415. _removeInactiveBinding: function ( binding ) {
  27416. var bindings = this._bindings,
  27417. propBinding = binding.binding,
  27418. rootUuid = propBinding.rootNode.uuid,
  27419. trackName = propBinding.path,
  27420. bindingsByRoot = this._bindingsByRootAndName,
  27421. bindingByName = bindingsByRoot[ rootUuid ],
  27422. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27423. cacheIndex = binding._cacheIndex;
  27424. lastInactiveBinding._cacheIndex = cacheIndex;
  27425. bindings[ cacheIndex ] = lastInactiveBinding;
  27426. bindings.pop();
  27427. delete bindingByName[ trackName ];
  27428. if ( Object.keys( bindingByName ).length === 0 ) {
  27429. delete bindingsByRoot[ rootUuid ];
  27430. }
  27431. },
  27432. _lendBinding: function ( binding ) {
  27433. var bindings = this._bindings,
  27434. prevIndex = binding._cacheIndex,
  27435. lastActiveIndex = this._nActiveBindings ++,
  27436. firstInactiveBinding = bindings[ lastActiveIndex ];
  27437. binding._cacheIndex = lastActiveIndex;
  27438. bindings[ lastActiveIndex ] = binding;
  27439. firstInactiveBinding._cacheIndex = prevIndex;
  27440. bindings[ prevIndex ] = firstInactiveBinding;
  27441. },
  27442. _takeBackBinding: function ( binding ) {
  27443. var bindings = this._bindings,
  27444. prevIndex = binding._cacheIndex,
  27445. firstInactiveIndex = -- this._nActiveBindings,
  27446. lastActiveBinding = bindings[ firstInactiveIndex ];
  27447. binding._cacheIndex = firstInactiveIndex;
  27448. bindings[ firstInactiveIndex ] = binding;
  27449. lastActiveBinding._cacheIndex = prevIndex;
  27450. bindings[ prevIndex ] = lastActiveBinding;
  27451. },
  27452. // Memory management of Interpolants for weight and time scale
  27453. _lendControlInterpolant: function () {
  27454. var interpolants = this._controlInterpolants,
  27455. lastActiveIndex = this._nActiveControlInterpolants ++;
  27456. var interpolant = interpolants[ lastActiveIndex ];
  27457. if ( interpolant === undefined ) {
  27458. interpolant = new LinearInterpolant(
  27459. new Float32Array( 2 ), new Float32Array( 2 ),
  27460. 1, this._controlInterpolantsResultBuffer );
  27461. interpolant.__cacheIndex = lastActiveIndex;
  27462. interpolants[ lastActiveIndex ] = interpolant;
  27463. }
  27464. return interpolant;
  27465. },
  27466. _takeBackControlInterpolant: function ( interpolant ) {
  27467. var interpolants = this._controlInterpolants,
  27468. prevIndex = interpolant.__cacheIndex,
  27469. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27470. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27471. interpolant.__cacheIndex = firstInactiveIndex;
  27472. interpolants[ firstInactiveIndex ] = interpolant;
  27473. lastActiveInterpolant.__cacheIndex = prevIndex;
  27474. interpolants[ prevIndex ] = lastActiveInterpolant;
  27475. },
  27476. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27477. // return an action for a clip optionally using a custom root target
  27478. // object (this method allocates a lot of dynamic memory in case a
  27479. // previously unknown clip/root combination is specified)
  27480. clipAction: function ( clip, optionalRoot, blendMode ) {
  27481. var root = optionalRoot || this._root,
  27482. rootUuid = root.uuid;
  27483. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27484. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27485. var actionsForClip = this._actionsByClip[ clipUuid ],
  27486. prototypeAction = null;
  27487. if ( blendMode === undefined ) {
  27488. if ( clipObject !== null ) {
  27489. blendMode = clipObject.blendMode;
  27490. } else {
  27491. blendMode = NormalAnimationBlendMode;
  27492. }
  27493. }
  27494. if ( actionsForClip !== undefined ) {
  27495. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27496. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27497. return existingAction;
  27498. }
  27499. // we know the clip, so we don't have to parse all
  27500. // the bindings again but can just copy
  27501. prototypeAction = actionsForClip.knownActions[ 0 ];
  27502. // also, take the clip from the prototype action
  27503. if ( clipObject === null )
  27504. { clipObject = prototypeAction._clip; }
  27505. }
  27506. // clip must be known when specified via string
  27507. if ( clipObject === null ) { return null; }
  27508. // allocate all resources required to run it
  27509. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27510. this._bindAction( newAction, prototypeAction );
  27511. // and make the action known to the memory manager
  27512. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27513. return newAction;
  27514. },
  27515. // get an existing action
  27516. existingAction: function ( clip, optionalRoot ) {
  27517. var root = optionalRoot || this._root,
  27518. rootUuid = root.uuid,
  27519. clipObject = typeof clip === 'string' ?
  27520. AnimationClip.findByName( root, clip ) : clip,
  27521. clipUuid = clipObject ? clipObject.uuid : clip,
  27522. actionsForClip = this._actionsByClip[ clipUuid ];
  27523. if ( actionsForClip !== undefined ) {
  27524. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27525. }
  27526. return null;
  27527. },
  27528. // deactivates all previously scheduled actions
  27529. stopAllAction: function () {
  27530. var actions = this._actions,
  27531. nActions = this._nActiveActions;
  27532. for ( var i = nActions - 1; i >= 0; -- i ) {
  27533. actions[ i ].stop();
  27534. }
  27535. return this;
  27536. },
  27537. // advance the time and update apply the animation
  27538. update: function ( deltaTime ) {
  27539. deltaTime *= this.timeScale;
  27540. var actions = this._actions,
  27541. nActions = this._nActiveActions,
  27542. time = this.time += deltaTime,
  27543. timeDirection = Math.sign( deltaTime ),
  27544. accuIndex = this._accuIndex ^= 1;
  27545. // run active actions
  27546. for ( var i = 0; i !== nActions; ++ i ) {
  27547. var action = actions[ i ];
  27548. action._update( time, deltaTime, timeDirection, accuIndex );
  27549. }
  27550. // update scene graph
  27551. var bindings = this._bindings,
  27552. nBindings = this._nActiveBindings;
  27553. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27554. bindings[ i$1 ].apply( accuIndex );
  27555. }
  27556. return this;
  27557. },
  27558. // Allows you to seek to a specific time in an animation.
  27559. setTime: function ( timeInSeconds ) {
  27560. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27561. for ( var i = 0; i < this._actions.length; i ++ ) {
  27562. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27563. }
  27564. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27565. },
  27566. // return this mixer's root target object
  27567. getRoot: function () {
  27568. return this._root;
  27569. },
  27570. // free all resources specific to a particular clip
  27571. uncacheClip: function ( clip ) {
  27572. var actions = this._actions,
  27573. clipUuid = clip.uuid,
  27574. actionsByClip = this._actionsByClip,
  27575. actionsForClip = actionsByClip[ clipUuid ];
  27576. if ( actionsForClip !== undefined ) {
  27577. // note: just calling _removeInactiveAction would mess up the
  27578. // iteration state and also require updating the state we can
  27579. // just throw away
  27580. var actionsToRemove = actionsForClip.knownActions;
  27581. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27582. var action = actionsToRemove[ i ];
  27583. this._deactivateAction( action );
  27584. var cacheIndex = action._cacheIndex,
  27585. lastInactiveAction = actions[ actions.length - 1 ];
  27586. action._cacheIndex = null;
  27587. action._byClipCacheIndex = null;
  27588. lastInactiveAction._cacheIndex = cacheIndex;
  27589. actions[ cacheIndex ] = lastInactiveAction;
  27590. actions.pop();
  27591. this._removeInactiveBindingsForAction( action );
  27592. }
  27593. delete actionsByClip[ clipUuid ];
  27594. }
  27595. },
  27596. // free all resources specific to a particular root target object
  27597. uncacheRoot: function ( root ) {
  27598. var rootUuid = root.uuid,
  27599. actionsByClip = this._actionsByClip;
  27600. for ( var clipUuid in actionsByClip ) {
  27601. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27602. action = actionByRoot[ rootUuid ];
  27603. if ( action !== undefined ) {
  27604. this._deactivateAction( action );
  27605. this._removeInactiveAction( action );
  27606. }
  27607. }
  27608. var bindingsByRoot = this._bindingsByRootAndName,
  27609. bindingByName = bindingsByRoot[ rootUuid ];
  27610. if ( bindingByName !== undefined ) {
  27611. for ( var trackName in bindingByName ) {
  27612. var binding = bindingByName[ trackName ];
  27613. binding.restoreOriginalState();
  27614. this._removeInactiveBinding( binding );
  27615. }
  27616. }
  27617. },
  27618. // remove a targeted clip from the cache
  27619. uncacheAction: function ( clip, optionalRoot ) {
  27620. var action = this.existingAction( clip, optionalRoot );
  27621. if ( action !== null ) {
  27622. this._deactivateAction( action );
  27623. this._removeInactiveAction( action );
  27624. }
  27625. }
  27626. } );
  27627. /**
  27628. * @author mrdoob / http://mrdoob.com/
  27629. */
  27630. function Uniform( value ) {
  27631. if ( typeof value === 'string' ) {
  27632. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27633. value = arguments[ 1 ];
  27634. }
  27635. this.value = value;
  27636. }
  27637. Uniform.prototype.clone = function () {
  27638. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27639. };
  27640. /**
  27641. * @author benaadams / https://twitter.com/ben_a_adams
  27642. */
  27643. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27644. InterleavedBuffer.call( this, array, stride );
  27645. this.meshPerAttribute = meshPerAttribute || 1;
  27646. }
  27647. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27648. constructor: InstancedInterleavedBuffer,
  27649. isInstancedInterleavedBuffer: true,
  27650. copy: function ( source ) {
  27651. InterleavedBuffer.prototype.copy.call( this, source );
  27652. this.meshPerAttribute = source.meshPerAttribute;
  27653. return this;
  27654. },
  27655. clone: function ( data ) {
  27656. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27657. ib.meshPerAttribute = this.meshPerAttribute;
  27658. return ib;
  27659. },
  27660. toJSON: function ( data ) {
  27661. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27662. json.isInstancedInterleavedBuffer = true;
  27663. json.meshPerAttribute = this.meshPerAttribute;
  27664. return json;
  27665. }
  27666. } );
  27667. /**
  27668. * @author mrdoob / http://mrdoob.com/
  27669. * @author bhouston / http://clara.io/
  27670. * @author stephomi / http://stephaneginier.com/
  27671. */
  27672. function Raycaster( origin, direction, near, far ) {
  27673. this.ray = new Ray( origin, direction );
  27674. // direction is assumed to be normalized (for accurate distance calculations)
  27675. this.near = near || 0;
  27676. this.far = far || Infinity;
  27677. this.camera = null;
  27678. this.layers = new Layers();
  27679. this.params = {
  27680. Mesh: {},
  27681. Line: { threshold: 1 },
  27682. LOD: {},
  27683. Points: { threshold: 1 },
  27684. Sprite: {}
  27685. };
  27686. Object.defineProperties( this.params, {
  27687. PointCloud: {
  27688. get: function () {
  27689. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27690. return this.Points;
  27691. }
  27692. }
  27693. } );
  27694. }
  27695. function ascSort( a, b ) {
  27696. return a.distance - b.distance;
  27697. }
  27698. function intersectObject( object, raycaster, intersects, recursive ) {
  27699. if ( object.layers.test( raycaster.layers ) ) {
  27700. object.raycast( raycaster, intersects );
  27701. }
  27702. if ( recursive === true ) {
  27703. var children = object.children;
  27704. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27705. intersectObject( children[ i ], raycaster, intersects, true );
  27706. }
  27707. }
  27708. }
  27709. Object.assign( Raycaster.prototype, {
  27710. set: function ( origin, direction ) {
  27711. // direction is assumed to be normalized (for accurate distance calculations)
  27712. this.ray.set( origin, direction );
  27713. },
  27714. setFromCamera: function ( coords, camera ) {
  27715. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27716. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27717. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27718. this.camera = camera;
  27719. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27720. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27721. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27722. this.camera = camera;
  27723. } else {
  27724. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27725. }
  27726. },
  27727. intersectObject: function ( object, recursive, optionalTarget ) {
  27728. var intersects = optionalTarget || [];
  27729. intersectObject( object, this, intersects, recursive );
  27730. intersects.sort( ascSort );
  27731. return intersects;
  27732. },
  27733. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27734. var intersects = optionalTarget || [];
  27735. if ( Array.isArray( objects ) === false ) {
  27736. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27737. return intersects;
  27738. }
  27739. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27740. intersectObject( objects[ i ], this, intersects, recursive );
  27741. }
  27742. intersects.sort( ascSort );
  27743. return intersects;
  27744. }
  27745. } );
  27746. /**
  27747. * @author bhouston / http://clara.io
  27748. * @author WestLangley / http://github.com/WestLangley
  27749. *
  27750. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27751. *
  27752. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27753. * The azimuthal angle (theta) is measured from the positive z-axis.
  27754. */
  27755. function Spherical( radius, phi, theta ) {
  27756. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27757. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27758. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27759. return this;
  27760. }
  27761. Object.assign( Spherical.prototype, {
  27762. set: function ( radius, phi, theta ) {
  27763. this.radius = radius;
  27764. this.phi = phi;
  27765. this.theta = theta;
  27766. return this;
  27767. },
  27768. clone: function () {
  27769. return new this.constructor().copy( this );
  27770. },
  27771. copy: function ( other ) {
  27772. this.radius = other.radius;
  27773. this.phi = other.phi;
  27774. this.theta = other.theta;
  27775. return this;
  27776. },
  27777. // restrict phi to be betwee EPS and PI-EPS
  27778. makeSafe: function () {
  27779. var EPS = 0.000001;
  27780. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27781. return this;
  27782. },
  27783. setFromVector3: function ( v ) {
  27784. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27785. },
  27786. setFromCartesianCoords: function ( x, y, z ) {
  27787. this.radius = Math.sqrt( x * x + y * y + z * z );
  27788. if ( this.radius === 0 ) {
  27789. this.theta = 0;
  27790. this.phi = 0;
  27791. } else {
  27792. this.theta = Math.atan2( x, z );
  27793. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27794. }
  27795. return this;
  27796. }
  27797. } );
  27798. /**
  27799. * @author Mugen87 / https://github.com/Mugen87
  27800. *
  27801. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27802. *
  27803. */
  27804. function Cylindrical( radius, theta, y ) {
  27805. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27806. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27807. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27808. return this;
  27809. }
  27810. Object.assign( Cylindrical.prototype, {
  27811. set: function ( radius, theta, y ) {
  27812. this.radius = radius;
  27813. this.theta = theta;
  27814. this.y = y;
  27815. return this;
  27816. },
  27817. clone: function () {
  27818. return new this.constructor().copy( this );
  27819. },
  27820. copy: function ( other ) {
  27821. this.radius = other.radius;
  27822. this.theta = other.theta;
  27823. this.y = other.y;
  27824. return this;
  27825. },
  27826. setFromVector3: function ( v ) {
  27827. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27828. },
  27829. setFromCartesianCoords: function ( x, y, z ) {
  27830. this.radius = Math.sqrt( x * x + z * z );
  27831. this.theta = Math.atan2( x, z );
  27832. this.y = y;
  27833. return this;
  27834. }
  27835. } );
  27836. /**
  27837. * @author bhouston / http://clara.io
  27838. */
  27839. var _vector$7 = new Vector2();
  27840. function Box2( min, max ) {
  27841. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27842. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27843. }
  27844. Object.assign( Box2.prototype, {
  27845. set: function ( min, max ) {
  27846. this.min.copy( min );
  27847. this.max.copy( max );
  27848. return this;
  27849. },
  27850. setFromPoints: function ( points ) {
  27851. this.makeEmpty();
  27852. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27853. this.expandByPoint( points[ i ] );
  27854. }
  27855. return this;
  27856. },
  27857. setFromCenterAndSize: function ( center, size ) {
  27858. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27859. this.min.copy( center ).sub( halfSize );
  27860. this.max.copy( center ).add( halfSize );
  27861. return this;
  27862. },
  27863. clone: function () {
  27864. return new this.constructor().copy( this );
  27865. },
  27866. copy: function ( box ) {
  27867. this.min.copy( box.min );
  27868. this.max.copy( box.max );
  27869. return this;
  27870. },
  27871. makeEmpty: function () {
  27872. this.min.x = this.min.y = + Infinity;
  27873. this.max.x = this.max.y = - Infinity;
  27874. return this;
  27875. },
  27876. isEmpty: function () {
  27877. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27878. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27879. },
  27880. getCenter: function ( target ) {
  27881. if ( target === undefined ) {
  27882. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27883. target = new Vector2();
  27884. }
  27885. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27886. },
  27887. getSize: function ( target ) {
  27888. if ( target === undefined ) {
  27889. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27890. target = new Vector2();
  27891. }
  27892. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27893. },
  27894. expandByPoint: function ( point ) {
  27895. this.min.min( point );
  27896. this.max.max( point );
  27897. return this;
  27898. },
  27899. expandByVector: function ( vector ) {
  27900. this.min.sub( vector );
  27901. this.max.add( vector );
  27902. return this;
  27903. },
  27904. expandByScalar: function ( scalar ) {
  27905. this.min.addScalar( - scalar );
  27906. this.max.addScalar( scalar );
  27907. return this;
  27908. },
  27909. containsPoint: function ( point ) {
  27910. return point.x < this.min.x || point.x > this.max.x ||
  27911. point.y < this.min.y || point.y > this.max.y ? false : true;
  27912. },
  27913. containsBox: function ( box ) {
  27914. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27915. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27916. },
  27917. getParameter: function ( point, target ) {
  27918. // This can potentially have a divide by zero if the box
  27919. // has a size dimension of 0.
  27920. if ( target === undefined ) {
  27921. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27922. target = new Vector2();
  27923. }
  27924. return target.set(
  27925. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27926. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27927. );
  27928. },
  27929. intersectsBox: function ( box ) {
  27930. // using 4 splitting planes to rule out intersections
  27931. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27932. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27933. },
  27934. clampPoint: function ( point, target ) {
  27935. if ( target === undefined ) {
  27936. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27937. target = new Vector2();
  27938. }
  27939. return target.copy( point ).clamp( this.min, this.max );
  27940. },
  27941. distanceToPoint: function ( point ) {
  27942. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27943. return clampedPoint.sub( point ).length();
  27944. },
  27945. intersect: function ( box ) {
  27946. this.min.max( box.min );
  27947. this.max.min( box.max );
  27948. return this;
  27949. },
  27950. union: function ( box ) {
  27951. this.min.min( box.min );
  27952. this.max.max( box.max );
  27953. return this;
  27954. },
  27955. translate: function ( offset ) {
  27956. this.min.add( offset );
  27957. this.max.add( offset );
  27958. return this;
  27959. },
  27960. equals: function ( box ) {
  27961. return box.min.equals( this.min ) && box.max.equals( this.max );
  27962. }
  27963. } );
  27964. /**
  27965. * @author bhouston / http://clara.io
  27966. */
  27967. var _startP = new Vector3();
  27968. var _startEnd = new Vector3();
  27969. function Line3( start, end ) {
  27970. this.start = ( start !== undefined ) ? start : new Vector3();
  27971. this.end = ( end !== undefined ) ? end : new Vector3();
  27972. }
  27973. Object.assign( Line3.prototype, {
  27974. set: function ( start, end ) {
  27975. this.start.copy( start );
  27976. this.end.copy( end );
  27977. return this;
  27978. },
  27979. clone: function () {
  27980. return new this.constructor().copy( this );
  27981. },
  27982. copy: function ( line ) {
  27983. this.start.copy( line.start );
  27984. this.end.copy( line.end );
  27985. return this;
  27986. },
  27987. getCenter: function ( target ) {
  27988. if ( target === undefined ) {
  27989. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27990. target = new Vector3();
  27991. }
  27992. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27993. },
  27994. delta: function ( target ) {
  27995. if ( target === undefined ) {
  27996. console.warn( 'THREE.Line3: .delta() target is now required' );
  27997. target = new Vector3();
  27998. }
  27999. return target.subVectors( this.end, this.start );
  28000. },
  28001. distanceSq: function () {
  28002. return this.start.distanceToSquared( this.end );
  28003. },
  28004. distance: function () {
  28005. return this.start.distanceTo( this.end );
  28006. },
  28007. at: function ( t, target ) {
  28008. if ( target === undefined ) {
  28009. console.warn( 'THREE.Line3: .at() target is now required' );
  28010. target = new Vector3();
  28011. }
  28012. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28013. },
  28014. closestPointToPointParameter: function ( point, clampToLine ) {
  28015. _startP.subVectors( point, this.start );
  28016. _startEnd.subVectors( this.end, this.start );
  28017. var startEnd2 = _startEnd.dot( _startEnd );
  28018. var startEnd_startP = _startEnd.dot( _startP );
  28019. var t = startEnd_startP / startEnd2;
  28020. if ( clampToLine ) {
  28021. t = MathUtils.clamp( t, 0, 1 );
  28022. }
  28023. return t;
  28024. },
  28025. closestPointToPoint: function ( point, clampToLine, target ) {
  28026. var t = this.closestPointToPointParameter( point, clampToLine );
  28027. if ( target === undefined ) {
  28028. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28029. target = new Vector3();
  28030. }
  28031. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28032. },
  28033. applyMatrix4: function ( matrix ) {
  28034. this.start.applyMatrix4( matrix );
  28035. this.end.applyMatrix4( matrix );
  28036. return this;
  28037. },
  28038. equals: function ( line ) {
  28039. return line.start.equals( this.start ) && line.end.equals( this.end );
  28040. }
  28041. } );
  28042. /**
  28043. * @author alteredq / http://alteredqualia.com/
  28044. */
  28045. function ImmediateRenderObject( material ) {
  28046. Object3D.call( this );
  28047. this.material = material;
  28048. this.render = function ( /* renderCallback */ ) {};
  28049. this.hasPositions = false;
  28050. this.hasNormals = false;
  28051. this.hasColors = false;
  28052. this.hasUvs = false;
  28053. this.positionArray = null;
  28054. this.normalArray = null;
  28055. this.colorArray = null;
  28056. this.uvArray = null;
  28057. this.count = 0;
  28058. }
  28059. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28060. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28061. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28062. /**
  28063. * @author alteredq / http://alteredqualia.com/
  28064. * @author mrdoob / http://mrdoob.com/
  28065. * @author WestLangley / http://github.com/WestLangley
  28066. */
  28067. var _vector$8 = new Vector3();
  28068. function SpotLightHelper( light, color ) {
  28069. Object3D.call( this );
  28070. this.light = light;
  28071. this.light.updateMatrixWorld();
  28072. this.matrix = light.matrixWorld;
  28073. this.matrixAutoUpdate = false;
  28074. this.color = color;
  28075. var geometry = new BufferGeometry();
  28076. var positions = [
  28077. 0, 0, 0, 0, 0, 1,
  28078. 0, 0, 0, 1, 0, 1,
  28079. 0, 0, 0, - 1, 0, 1,
  28080. 0, 0, 0, 0, 1, 1,
  28081. 0, 0, 0, 0, - 1, 1
  28082. ];
  28083. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28084. var p1 = ( i / l ) * Math.PI * 2;
  28085. var p2 = ( j / l ) * Math.PI * 2;
  28086. positions.push(
  28087. Math.cos( p1 ), Math.sin( p1 ), 1,
  28088. Math.cos( p2 ), Math.sin( p2 ), 1
  28089. );
  28090. }
  28091. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28092. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28093. this.cone = new LineSegments( geometry, material );
  28094. this.add( this.cone );
  28095. this.update();
  28096. }
  28097. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28098. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28099. SpotLightHelper.prototype.dispose = function () {
  28100. this.cone.geometry.dispose();
  28101. this.cone.material.dispose();
  28102. };
  28103. SpotLightHelper.prototype.update = function () {
  28104. this.light.updateMatrixWorld();
  28105. var coneLength = this.light.distance ? this.light.distance : 1000;
  28106. var coneWidth = coneLength * Math.tan( this.light.angle );
  28107. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28108. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28109. this.cone.lookAt( _vector$8 );
  28110. if ( this.color !== undefined ) {
  28111. this.cone.material.color.set( this.color );
  28112. } else {
  28113. this.cone.material.color.copy( this.light.color );
  28114. }
  28115. };
  28116. /**
  28117. * @author Sean Griffin / http://twitter.com/sgrif
  28118. * @author Michael Guerrero / http://realitymeltdown.com
  28119. * @author mrdoob / http://mrdoob.com/
  28120. * @author ikerr / http://verold.com
  28121. * @author Mugen87 / https://github.com/Mugen87
  28122. */
  28123. var _vector$9 = new Vector3();
  28124. var _boneMatrix = new Matrix4();
  28125. var _matrixWorldInv = new Matrix4();
  28126. function getBoneList( object ) {
  28127. var boneList = [];
  28128. if ( object && object.isBone ) {
  28129. boneList.push( object );
  28130. }
  28131. for ( var i = 0; i < object.children.length; i ++ ) {
  28132. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28133. }
  28134. return boneList;
  28135. }
  28136. function SkeletonHelper( object ) {
  28137. var bones = getBoneList( object );
  28138. var geometry = new BufferGeometry();
  28139. var vertices = [];
  28140. var colors = [];
  28141. var color1 = new Color( 0, 0, 1 );
  28142. var color2 = new Color( 0, 1, 0 );
  28143. for ( var i = 0; i < bones.length; i ++ ) {
  28144. var bone = bones[ i ];
  28145. if ( bone.parent && bone.parent.isBone ) {
  28146. vertices.push( 0, 0, 0 );
  28147. vertices.push( 0, 0, 0 );
  28148. colors.push( color1.r, color1.g, color1.b );
  28149. colors.push( color2.r, color2.g, color2.b );
  28150. }
  28151. }
  28152. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28153. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28154. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28155. LineSegments.call( this, geometry, material );
  28156. this.type = 'SkeletonHelper';
  28157. this.root = object;
  28158. this.bones = bones;
  28159. this.matrix = object.matrixWorld;
  28160. this.matrixAutoUpdate = false;
  28161. }
  28162. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28163. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28164. SkeletonHelper.prototype.isSkeletonHelper = true;
  28165. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28166. var bones = this.bones;
  28167. var geometry = this.geometry;
  28168. var position = geometry.getAttribute( 'position' );
  28169. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28170. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28171. var bone = bones[ i ];
  28172. if ( bone.parent && bone.parent.isBone ) {
  28173. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28174. _vector$9.setFromMatrixPosition( _boneMatrix );
  28175. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28176. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28177. _vector$9.setFromMatrixPosition( _boneMatrix );
  28178. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28179. j += 2;
  28180. }
  28181. }
  28182. geometry.getAttribute( 'position' ).needsUpdate = true;
  28183. Object3D.prototype.updateMatrixWorld.call( this, force );
  28184. };
  28185. /**
  28186. * @author alteredq / http://alteredqualia.com/
  28187. * @author mrdoob / http://mrdoob.com/
  28188. */
  28189. function PointLightHelper( light, sphereSize, color ) {
  28190. this.light = light;
  28191. this.light.updateMatrixWorld();
  28192. this.color = color;
  28193. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28194. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28195. Mesh.call( this, geometry, material );
  28196. this.type = 'PointLightHelper';
  28197. this.matrix = this.light.matrixWorld;
  28198. this.matrixAutoUpdate = false;
  28199. this.update();
  28200. /*
  28201. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28202. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28203. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28204. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28205. const d = light.distance;
  28206. if ( d === 0.0 ) {
  28207. this.lightDistance.visible = false;
  28208. } else {
  28209. this.lightDistance.scale.set( d, d, d );
  28210. }
  28211. this.add( this.lightDistance );
  28212. */
  28213. }
  28214. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28215. PointLightHelper.prototype.constructor = PointLightHelper;
  28216. PointLightHelper.prototype.dispose = function () {
  28217. this.geometry.dispose();
  28218. this.material.dispose();
  28219. };
  28220. PointLightHelper.prototype.update = function () {
  28221. if ( this.color !== undefined ) {
  28222. this.material.color.set( this.color );
  28223. } else {
  28224. this.material.color.copy( this.light.color );
  28225. }
  28226. /*
  28227. const d = this.light.distance;
  28228. if ( d === 0.0 ) {
  28229. this.lightDistance.visible = false;
  28230. } else {
  28231. this.lightDistance.visible = true;
  28232. this.lightDistance.scale.set( d, d, d );
  28233. }
  28234. */
  28235. };
  28236. /**
  28237. * @author alteredq / http://alteredqualia.com/
  28238. * @author mrdoob / http://mrdoob.com/
  28239. * @author Mugen87 / https://github.com/Mugen87
  28240. */
  28241. var _vector$a = new Vector3();
  28242. var _color1 = new Color();
  28243. var _color2 = new Color();
  28244. function HemisphereLightHelper( light, size, color ) {
  28245. Object3D.call( this );
  28246. this.light = light;
  28247. this.light.updateMatrixWorld();
  28248. this.matrix = light.matrixWorld;
  28249. this.matrixAutoUpdate = false;
  28250. this.color = color;
  28251. var geometry = new OctahedronBufferGeometry( size );
  28252. geometry.rotateY( Math.PI * 0.5 );
  28253. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28254. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28255. var position = geometry.getAttribute( 'position' );
  28256. var colors = new Float32Array( position.count * 3 );
  28257. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28258. this.add( new Mesh( geometry, this.material ) );
  28259. this.update();
  28260. }
  28261. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28262. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28263. HemisphereLightHelper.prototype.dispose = function () {
  28264. this.children[ 0 ].geometry.dispose();
  28265. this.children[ 0 ].material.dispose();
  28266. };
  28267. HemisphereLightHelper.prototype.update = function () {
  28268. var mesh = this.children[ 0 ];
  28269. if ( this.color !== undefined ) {
  28270. this.material.color.set( this.color );
  28271. } else {
  28272. var colors = mesh.geometry.getAttribute( 'color' );
  28273. _color1.copy( this.light.color );
  28274. _color2.copy( this.light.groundColor );
  28275. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28276. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28277. colors.setXYZ( i, color.r, color.g, color.b );
  28278. }
  28279. colors.needsUpdate = true;
  28280. }
  28281. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28282. };
  28283. /**
  28284. * @author mrdoob / http://mrdoob.com/
  28285. */
  28286. function GridHelper( size, divisions, color1, color2 ) {
  28287. size = size || 10;
  28288. divisions = divisions || 10;
  28289. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28290. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28291. var center = divisions / 2;
  28292. var step = size / divisions;
  28293. var halfSize = size / 2;
  28294. var vertices = [], colors = [];
  28295. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28296. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28297. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28298. var color = i === center ? color1 : color2;
  28299. color.toArray( colors, j ); j += 3;
  28300. color.toArray( colors, j ); j += 3;
  28301. color.toArray( colors, j ); j += 3;
  28302. color.toArray( colors, j ); j += 3;
  28303. }
  28304. var geometry = new BufferGeometry();
  28305. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28306. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28307. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28308. LineSegments.call( this, geometry, material );
  28309. this.type = 'GridHelper';
  28310. }
  28311. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28312. constructor: GridHelper,
  28313. copy: function ( source ) {
  28314. LineSegments.prototype.copy.call( this, source );
  28315. this.geometry.copy( source.geometry );
  28316. this.material.copy( source.material );
  28317. return this;
  28318. },
  28319. clone: function () {
  28320. return new this.constructor().copy( this );
  28321. }
  28322. } );
  28323. /**
  28324. * @author mrdoob / http://mrdoob.com/
  28325. * @author Mugen87 / http://github.com/Mugen87
  28326. * @author Hectate / http://www.github.com/Hectate
  28327. */
  28328. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28329. radius = radius || 10;
  28330. radials = radials || 16;
  28331. circles = circles || 8;
  28332. divisions = divisions || 64;
  28333. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28334. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28335. var vertices = [];
  28336. var colors = [];
  28337. // create the radials
  28338. for ( var i = 0; i <= radials; i ++ ) {
  28339. var v = ( i / radials ) * ( Math.PI * 2 );
  28340. var x = Math.sin( v ) * radius;
  28341. var z = Math.cos( v ) * radius;
  28342. vertices.push( 0, 0, 0 );
  28343. vertices.push( x, 0, z );
  28344. var color = ( i & 1 ) ? color1 : color2;
  28345. colors.push( color.r, color.g, color.b );
  28346. colors.push( color.r, color.g, color.b );
  28347. }
  28348. // create the circles
  28349. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28350. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28351. var r = radius - ( radius / circles * i$1 );
  28352. for ( var j = 0; j < divisions; j ++ ) {
  28353. // first vertex
  28354. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28355. var x$1 = Math.sin( v$1 ) * r;
  28356. var z$1 = Math.cos( v$1 ) * r;
  28357. vertices.push( x$1, 0, z$1 );
  28358. colors.push( color$1.r, color$1.g, color$1.b );
  28359. // second vertex
  28360. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28361. x$1 = Math.sin( v$1 ) * r;
  28362. z$1 = Math.cos( v$1 ) * r;
  28363. vertices.push( x$1, 0, z$1 );
  28364. colors.push( color$1.r, color$1.g, color$1.b );
  28365. }
  28366. }
  28367. var geometry = new BufferGeometry();
  28368. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28369. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28370. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28371. LineSegments.call( this, geometry, material );
  28372. this.type = 'PolarGridHelper';
  28373. }
  28374. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28375. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28376. /**
  28377. * @author alteredq / http://alteredqualia.com/
  28378. * @author mrdoob / http://mrdoob.com/
  28379. * @author WestLangley / http://github.com/WestLangley
  28380. */
  28381. var _v1$5 = new Vector3();
  28382. var _v2$3 = new Vector3();
  28383. var _v3$1 = new Vector3();
  28384. function DirectionalLightHelper( light, size, color ) {
  28385. Object3D.call( this );
  28386. this.light = light;
  28387. this.light.updateMatrixWorld();
  28388. this.matrix = light.matrixWorld;
  28389. this.matrixAutoUpdate = false;
  28390. this.color = color;
  28391. if ( size === undefined ) { size = 1; }
  28392. var geometry = new BufferGeometry();
  28393. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28394. - size, size, 0,
  28395. size, size, 0,
  28396. size, - size, 0,
  28397. - size, - size, 0,
  28398. - size, size, 0
  28399. ], 3 ) );
  28400. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28401. this.lightPlane = new Line( geometry, material );
  28402. this.add( this.lightPlane );
  28403. geometry = new BufferGeometry();
  28404. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28405. this.targetLine = new Line( geometry, material );
  28406. this.add( this.targetLine );
  28407. this.update();
  28408. }
  28409. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28410. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28411. DirectionalLightHelper.prototype.dispose = function () {
  28412. this.lightPlane.geometry.dispose();
  28413. this.lightPlane.material.dispose();
  28414. this.targetLine.geometry.dispose();
  28415. this.targetLine.material.dispose();
  28416. };
  28417. DirectionalLightHelper.prototype.update = function () {
  28418. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28419. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28420. _v3$1.subVectors( _v2$3, _v1$5 );
  28421. this.lightPlane.lookAt( _v2$3 );
  28422. if ( this.color !== undefined ) {
  28423. this.lightPlane.material.color.set( this.color );
  28424. this.targetLine.material.color.set( this.color );
  28425. } else {
  28426. this.lightPlane.material.color.copy( this.light.color );
  28427. this.targetLine.material.color.copy( this.light.color );
  28428. }
  28429. this.targetLine.lookAt( _v2$3 );
  28430. this.targetLine.scale.z = _v3$1.length();
  28431. };
  28432. /**
  28433. * @author alteredq / http://alteredqualia.com/
  28434. * @author Mugen87 / https://github.com/Mugen87
  28435. *
  28436. * - shows frustum, line of sight and up of the camera
  28437. * - suitable for fast updates
  28438. * - based on frustum visualization in lightgl.js shadowmap example
  28439. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28440. */
  28441. var _vector$b = new Vector3();
  28442. var _camera = new Camera();
  28443. function CameraHelper( camera ) {
  28444. var geometry = new BufferGeometry();
  28445. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28446. var vertices = [];
  28447. var colors = [];
  28448. var pointMap = {};
  28449. // colors
  28450. var colorFrustum = new Color( 0xffaa00 );
  28451. var colorCone = new Color( 0xff0000 );
  28452. var colorUp = new Color( 0x00aaff );
  28453. var colorTarget = new Color( 0xffffff );
  28454. var colorCross = new Color( 0x333333 );
  28455. // near
  28456. addLine( 'n1', 'n2', colorFrustum );
  28457. addLine( 'n2', 'n4', colorFrustum );
  28458. addLine( 'n4', 'n3', colorFrustum );
  28459. addLine( 'n3', 'n1', colorFrustum );
  28460. // far
  28461. addLine( 'f1', 'f2', colorFrustum );
  28462. addLine( 'f2', 'f4', colorFrustum );
  28463. addLine( 'f4', 'f3', colorFrustum );
  28464. addLine( 'f3', 'f1', colorFrustum );
  28465. // sides
  28466. addLine( 'n1', 'f1', colorFrustum );
  28467. addLine( 'n2', 'f2', colorFrustum );
  28468. addLine( 'n3', 'f3', colorFrustum );
  28469. addLine( 'n4', 'f4', colorFrustum );
  28470. // cone
  28471. addLine( 'p', 'n1', colorCone );
  28472. addLine( 'p', 'n2', colorCone );
  28473. addLine( 'p', 'n3', colorCone );
  28474. addLine( 'p', 'n4', colorCone );
  28475. // up
  28476. addLine( 'u1', 'u2', colorUp );
  28477. addLine( 'u2', 'u3', colorUp );
  28478. addLine( 'u3', 'u1', colorUp );
  28479. // target
  28480. addLine( 'c', 't', colorTarget );
  28481. addLine( 'p', 'c', colorCross );
  28482. // cross
  28483. addLine( 'cn1', 'cn2', colorCross );
  28484. addLine( 'cn3', 'cn4', colorCross );
  28485. addLine( 'cf1', 'cf2', colorCross );
  28486. addLine( 'cf3', 'cf4', colorCross );
  28487. function addLine( a, b, color ) {
  28488. addPoint( a, color );
  28489. addPoint( b, color );
  28490. }
  28491. function addPoint( id, color ) {
  28492. vertices.push( 0, 0, 0 );
  28493. colors.push( color.r, color.g, color.b );
  28494. if ( pointMap[ id ] === undefined ) {
  28495. pointMap[ id ] = [];
  28496. }
  28497. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28498. }
  28499. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28500. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28501. LineSegments.call( this, geometry, material );
  28502. this.type = 'CameraHelper';
  28503. this.camera = camera;
  28504. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28505. this.matrix = camera.matrixWorld;
  28506. this.matrixAutoUpdate = false;
  28507. this.pointMap = pointMap;
  28508. this.update();
  28509. }
  28510. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28511. CameraHelper.prototype.constructor = CameraHelper;
  28512. CameraHelper.prototype.update = function () {
  28513. var geometry = this.geometry;
  28514. var pointMap = this.pointMap;
  28515. var w = 1, h = 1;
  28516. // we need just camera projection matrix inverse
  28517. // world matrix must be identity
  28518. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28519. // center / target
  28520. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28521. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28522. // near
  28523. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28524. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28525. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28526. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28527. // far
  28528. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28529. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28530. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28531. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28532. // up
  28533. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28534. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28535. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28536. // cross
  28537. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28538. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28539. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28540. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28541. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28542. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28543. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28544. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28545. geometry.getAttribute( 'position' ).needsUpdate = true;
  28546. };
  28547. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28548. _vector$b.set( x, y, z ).unproject( camera );
  28549. var points = pointMap[ point ];
  28550. if ( points !== undefined ) {
  28551. var position = geometry.getAttribute( 'position' );
  28552. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28553. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28554. }
  28555. }
  28556. }
  28557. /**
  28558. * @author mrdoob / http://mrdoob.com/
  28559. * @author Mugen87 / http://github.com/Mugen87
  28560. */
  28561. var _box$3 = new Box3();
  28562. function BoxHelper( object, color ) {
  28563. this.object = object;
  28564. if ( color === undefined ) { color = 0xffff00; }
  28565. 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 ] );
  28566. var positions = new Float32Array( 8 * 3 );
  28567. var geometry = new BufferGeometry();
  28568. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28569. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28570. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28571. this.type = 'BoxHelper';
  28572. this.matrixAutoUpdate = false;
  28573. this.update();
  28574. }
  28575. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28576. BoxHelper.prototype.constructor = BoxHelper;
  28577. BoxHelper.prototype.update = function ( object ) {
  28578. if ( object !== undefined ) {
  28579. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28580. }
  28581. if ( this.object !== undefined ) {
  28582. _box$3.setFromObject( this.object );
  28583. }
  28584. if ( _box$3.isEmpty() ) { return; }
  28585. var min = _box$3.min;
  28586. var max = _box$3.max;
  28587. /*
  28588. 5____4
  28589. 1/___0/|
  28590. | 6__|_7
  28591. 2/___3/
  28592. 0: max.x, max.y, max.z
  28593. 1: min.x, max.y, max.z
  28594. 2: min.x, min.y, max.z
  28595. 3: max.x, min.y, max.z
  28596. 4: max.x, max.y, min.z
  28597. 5: min.x, max.y, min.z
  28598. 6: min.x, min.y, min.z
  28599. 7: max.x, min.y, min.z
  28600. */
  28601. var position = this.geometry.attributes.position;
  28602. var array = position.array;
  28603. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28604. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28605. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28606. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28607. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28608. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28609. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28610. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28611. position.needsUpdate = true;
  28612. this.geometry.computeBoundingSphere();
  28613. };
  28614. BoxHelper.prototype.setFromObject = function ( object ) {
  28615. this.object = object;
  28616. this.update();
  28617. return this;
  28618. };
  28619. BoxHelper.prototype.copy = function ( source ) {
  28620. LineSegments.prototype.copy.call( this, source );
  28621. this.object = source.object;
  28622. return this;
  28623. };
  28624. BoxHelper.prototype.clone = function () {
  28625. return new this.constructor().copy( this );
  28626. };
  28627. /**
  28628. * @author WestLangley / http://github.com/WestLangley
  28629. */
  28630. function Box3Helper( box, color ) {
  28631. this.type = 'Box3Helper';
  28632. this.box = box;
  28633. color = color || 0xffff00;
  28634. 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 ] );
  28635. 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 ];
  28636. var geometry = new BufferGeometry();
  28637. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28638. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28639. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28640. this.type = 'Box3Helper';
  28641. this.geometry.computeBoundingSphere();
  28642. }
  28643. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28644. Box3Helper.prototype.constructor = Box3Helper;
  28645. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28646. var box = this.box;
  28647. if ( box.isEmpty() ) { return; }
  28648. box.getCenter( this.position );
  28649. box.getSize( this.scale );
  28650. this.scale.multiplyScalar( 0.5 );
  28651. Object3D.prototype.updateMatrixWorld.call( this, force );
  28652. };
  28653. /**
  28654. * @author WestLangley / http://github.com/WestLangley
  28655. */
  28656. function PlaneHelper( plane, size, hex ) {
  28657. this.plane = plane;
  28658. this.size = ( size === undefined ) ? 1 : size;
  28659. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28660. 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 ];
  28661. var geometry = new BufferGeometry();
  28662. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28663. geometry.computeBoundingSphere();
  28664. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28665. this.type = 'PlaneHelper';
  28666. //
  28667. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28668. var geometry2 = new BufferGeometry();
  28669. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28670. geometry2.computeBoundingSphere();
  28671. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28672. }
  28673. PlaneHelper.prototype = Object.create( Line.prototype );
  28674. PlaneHelper.prototype.constructor = PlaneHelper;
  28675. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28676. var scale = - this.plane.constant;
  28677. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28678. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28679. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28680. this.lookAt( this.plane.normal );
  28681. Object3D.prototype.updateMatrixWorld.call( this, force );
  28682. };
  28683. /**
  28684. * @author WestLangley / http://github.com/WestLangley
  28685. * @author zz85 / http://github.com/zz85
  28686. * @author bhouston / http://clara.io
  28687. *
  28688. * Creates an arrow for visualizing directions
  28689. *
  28690. * Parameters:
  28691. * dir - Vector3
  28692. * origin - Vector3
  28693. * length - Number
  28694. * color - color in hex value
  28695. * headLength - Number
  28696. * headWidth - Number
  28697. */
  28698. var _axis = new Vector3();
  28699. var _lineGeometry, _coneGeometry;
  28700. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28701. // dir is assumed to be normalized
  28702. Object3D.call( this );
  28703. this.type = 'ArrowHelper';
  28704. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28705. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28706. if ( length === undefined ) { length = 1; }
  28707. if ( color === undefined ) { color = 0xffff00; }
  28708. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28709. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28710. if ( _lineGeometry === undefined ) {
  28711. _lineGeometry = new BufferGeometry();
  28712. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28713. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28714. _coneGeometry.translate( 0, - 0.5, 0 );
  28715. }
  28716. this.position.copy( origin );
  28717. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28718. this.line.matrixAutoUpdate = false;
  28719. this.add( this.line );
  28720. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28721. this.cone.matrixAutoUpdate = false;
  28722. this.add( this.cone );
  28723. this.setDirection( dir );
  28724. this.setLength( length, headLength, headWidth );
  28725. }
  28726. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28727. ArrowHelper.prototype.constructor = ArrowHelper;
  28728. ArrowHelper.prototype.setDirection = function ( dir ) {
  28729. // dir is assumed to be normalized
  28730. if ( dir.y > 0.99999 ) {
  28731. this.quaternion.set( 0, 0, 0, 1 );
  28732. } else if ( dir.y < - 0.99999 ) {
  28733. this.quaternion.set( 1, 0, 0, 0 );
  28734. } else {
  28735. _axis.set( dir.z, 0, - dir.x ).normalize();
  28736. var radians = Math.acos( dir.y );
  28737. this.quaternion.setFromAxisAngle( _axis, radians );
  28738. }
  28739. };
  28740. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28741. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28742. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28743. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28744. this.line.updateMatrix();
  28745. this.cone.scale.set( headWidth, headLength, headWidth );
  28746. this.cone.position.y = length;
  28747. this.cone.updateMatrix();
  28748. };
  28749. ArrowHelper.prototype.setColor = function ( color ) {
  28750. this.line.material.color.set( color );
  28751. this.cone.material.color.set( color );
  28752. };
  28753. ArrowHelper.prototype.copy = function ( source ) {
  28754. Object3D.prototype.copy.call( this, source, false );
  28755. this.line.copy( source.line );
  28756. this.cone.copy( source.cone );
  28757. return this;
  28758. };
  28759. ArrowHelper.prototype.clone = function () {
  28760. return new this.constructor().copy( this );
  28761. };
  28762. /**
  28763. * @author sroucheray / http://sroucheray.org/
  28764. * @author mrdoob / http://mrdoob.com/
  28765. */
  28766. function AxesHelper( size ) {
  28767. size = size || 1;
  28768. var vertices = [
  28769. 0, 0, 0, size, 0, 0,
  28770. 0, 0, 0, 0, size, 0,
  28771. 0, 0, 0, 0, 0, size
  28772. ];
  28773. var colors = [
  28774. 1, 0, 0, 1, 0.6, 0,
  28775. 0, 1, 0, 0.6, 1, 0,
  28776. 0, 0, 1, 0, 0.6, 1
  28777. ];
  28778. var geometry = new BufferGeometry();
  28779. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28780. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28781. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28782. LineSegments.call( this, geometry, material );
  28783. this.type = 'AxesHelper';
  28784. }
  28785. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28786. AxesHelper.prototype.constructor = AxesHelper;
  28787. /**
  28788. * @author Emmett Lalish / elalish
  28789. *
  28790. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28791. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28792. * blur to be quickly accessed based on material roughness. It is packed into a
  28793. * special CubeUV format that allows us to perform custom interpolation so that
  28794. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28795. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28796. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28797. * higher roughness levels. In this way we maintain resolution to smoothly
  28798. * interpolate diffuse lighting while limiting sampling computation.
  28799. */
  28800. var LOD_MIN = 4;
  28801. var LOD_MAX = 8;
  28802. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28803. // The standard deviations (radians) associated with the extra mips. These are
  28804. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28805. // geometric shadowing function. These sigma values squared must match the
  28806. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28807. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28808. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28809. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28810. // samples and exit early, but not recompile the shader.
  28811. var MAX_SAMPLES = 20;
  28812. var ENCODINGS = {};
  28813. ENCODINGS[ LinearEncoding ] = 0;
  28814. ENCODINGS[ sRGBEncoding ] = 1;
  28815. ENCODINGS[ RGBEEncoding ] = 2;
  28816. ENCODINGS[ RGBM7Encoding ] = 3;
  28817. ENCODINGS[ RGBM16Encoding ] = 4;
  28818. ENCODINGS[ RGBDEncoding ] = 5;
  28819. ENCODINGS[ GammaEncoding ] = 6;
  28820. var _flatCamera = new OrthographicCamera();
  28821. var ref = _createPlanes();
  28822. var _lodPlanes = ref._lodPlanes;
  28823. var _sizeLods = ref._sizeLods;
  28824. var _sigmas = ref._sigmas;
  28825. var _oldTarget = null;
  28826. // Golden Ratio
  28827. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28828. var INV_PHI = 1 / PHI;
  28829. // Vertices of a dodecahedron (except the opposites, which represent the
  28830. // same axis), used as axis directions evenly spread on a sphere.
  28831. var _axisDirections = [
  28832. new Vector3( 1, 1, 1 ),
  28833. new Vector3( - 1, 1, 1 ),
  28834. new Vector3( 1, 1, - 1 ),
  28835. new Vector3( - 1, 1, - 1 ),
  28836. new Vector3( 0, PHI, INV_PHI ),
  28837. new Vector3( 0, PHI, - INV_PHI ),
  28838. new Vector3( INV_PHI, 0, PHI ),
  28839. new Vector3( - INV_PHI, 0, PHI ),
  28840. new Vector3( PHI, INV_PHI, 0 ),
  28841. new Vector3( - PHI, INV_PHI, 0 ) ];
  28842. function PMREMGenerator( renderer ) {
  28843. this._renderer = renderer;
  28844. this._pingPongRenderTarget = null;
  28845. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28846. this._equirectShader = null;
  28847. this._cubemapShader = null;
  28848. this._compileMaterial( this._blurMaterial );
  28849. }
  28850. PMREMGenerator.prototype = {
  28851. constructor: PMREMGenerator,
  28852. /**
  28853. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28854. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28855. * in radians to be applied to the scene before PMREM generation. Optional near
  28856. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28857. * is placed at the origin).
  28858. */
  28859. fromScene: function ( scene, sigma, near, far ) {
  28860. if ( sigma === void 0 ) sigma = 0;
  28861. if ( near === void 0 ) near = 0.1;
  28862. if ( far === void 0 ) far = 100;
  28863. _oldTarget = this._renderer.getRenderTarget();
  28864. var cubeUVRenderTarget = this._allocateTargets();
  28865. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28866. if ( sigma > 0 ) {
  28867. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28868. }
  28869. this._applyPMREM( cubeUVRenderTarget );
  28870. this._cleanup( cubeUVRenderTarget );
  28871. return cubeUVRenderTarget;
  28872. },
  28873. /**
  28874. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28875. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28876. * as this matches best with the 256 x 256 cubemap output.
  28877. */
  28878. fromEquirectangular: function ( equirectangular ) {
  28879. equirectangular.magFilter = NearestFilter;
  28880. equirectangular.minFilter = NearestFilter;
  28881. equirectangular.generateMipmaps = false;
  28882. return this.fromCubemap( equirectangular );
  28883. },
  28884. /**
  28885. * Generates a PMREM from an cubemap texture, which can be either LDR
  28886. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28887. * as this matches best with the 256 x 256 cubemap output.
  28888. */
  28889. fromCubemap: function ( cubemap ) {
  28890. _oldTarget = this._renderer.getRenderTarget();
  28891. var cubeUVRenderTarget = this._allocateTargets( cubemap );
  28892. this._textureToCubeUV( cubemap, cubeUVRenderTarget );
  28893. this._applyPMREM( cubeUVRenderTarget );
  28894. this._cleanup( cubeUVRenderTarget );
  28895. return cubeUVRenderTarget;
  28896. },
  28897. /**
  28898. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28899. * your texture's network fetch for increased concurrency.
  28900. */
  28901. compileCubemapShader: function () {
  28902. if ( this._cubemapShader === null ) {
  28903. this._cubemapShader = _getCubemapShader();
  28904. this._compileMaterial( this._cubemapShader );
  28905. }
  28906. },
  28907. /**
  28908. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28909. * your texture's network fetch for increased concurrency.
  28910. */
  28911. compileEquirectangularShader: function () {
  28912. if ( this._equirectShader === null ) {
  28913. this._equirectShader = _getEquirectShader();
  28914. this._compileMaterial( this._equirectShader );
  28915. }
  28916. },
  28917. /**
  28918. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28919. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28920. * one of them will cause any others to also become unusable.
  28921. */
  28922. dispose: function () {
  28923. this._blurMaterial.dispose();
  28924. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28925. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28926. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28927. _lodPlanes[ i ].dispose();
  28928. }
  28929. },
  28930. // private interface
  28931. _cleanup: function ( outputTarget ) {
  28932. this._pingPongRenderTarget.dispose();
  28933. this._renderer.setRenderTarget( _oldTarget );
  28934. outputTarget.scissorTest = false;
  28935. // reset viewport and scissor
  28936. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28937. },
  28938. _allocateTargets: function ( equirectangular ) {
  28939. var params = {
  28940. magFilter: NearestFilter,
  28941. minFilter: NearestFilter,
  28942. generateMipmaps: false,
  28943. type: UnsignedByteType,
  28944. format: RGBEFormat,
  28945. encoding: _isLDR( equirectangular ) ? equirectangular.encoding : RGBEEncoding,
  28946. depthBuffer: false,
  28947. stencilBuffer: false
  28948. };
  28949. var cubeUVRenderTarget = _createRenderTarget( params );
  28950. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28951. this._pingPongRenderTarget = _createRenderTarget( params );
  28952. return cubeUVRenderTarget;
  28953. },
  28954. _compileMaterial: function ( material ) {
  28955. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  28956. this._renderer.compile( tmpMesh, _flatCamera );
  28957. },
  28958. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28959. var fov = 90;
  28960. var aspect = 1;
  28961. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28962. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28963. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28964. var renderer = this._renderer;
  28965. var outputEncoding = renderer.outputEncoding;
  28966. var toneMapping = renderer.toneMapping;
  28967. var toneMappingExposure = renderer.toneMappingExposure;
  28968. var clearColor = renderer.getClearColor();
  28969. var clearAlpha = renderer.getClearAlpha();
  28970. renderer.toneMapping = LinearToneMapping;
  28971. renderer.toneMappingExposure = 1.0;
  28972. renderer.outputEncoding = LinearEncoding;
  28973. var background = scene.background;
  28974. if ( background && background.isColor ) {
  28975. background.convertSRGBToLinear();
  28976. // Convert linear to RGBE
  28977. var maxComponent = Math.max( background.r, background.g, background.b );
  28978. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28979. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28980. var alpha = ( fExp + 128.0 ) / 255.0;
  28981. renderer.setClearColor( background, alpha );
  28982. scene.background = null;
  28983. }
  28984. for ( var i = 0; i < 6; i ++ ) {
  28985. var col = i % 3;
  28986. if ( col == 0 ) {
  28987. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28988. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28989. } else if ( col == 1 ) {
  28990. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28991. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28992. } else {
  28993. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28994. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28995. }
  28996. _setViewport( cubeUVRenderTarget,
  28997. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28998. renderer.setRenderTarget( cubeUVRenderTarget );
  28999. renderer.render( scene, cubeCamera );
  29000. }
  29001. renderer.toneMapping = toneMapping;
  29002. renderer.toneMappingExposure = toneMappingExposure;
  29003. renderer.outputEncoding = outputEncoding;
  29004. renderer.setClearColor( clearColor, clearAlpha );
  29005. },
  29006. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29007. var renderer = this._renderer;
  29008. if ( texture.isCubeTexture ) {
  29009. if ( this._cubemapShader == null ) {
  29010. this._cubemapShader = _getCubemapShader();
  29011. }
  29012. } else {
  29013. if ( this._equirectShader == null ) {
  29014. this._equirectShader = _getEquirectShader();
  29015. }
  29016. }
  29017. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29018. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29019. var uniforms = material.uniforms;
  29020. uniforms[ 'envMap' ].value = texture;
  29021. if ( ! texture.isCubeTexture ) {
  29022. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29023. }
  29024. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29025. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29026. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29027. renderer.setRenderTarget( cubeUVRenderTarget );
  29028. renderer.render( mesh, _flatCamera );
  29029. },
  29030. _applyPMREM: function ( cubeUVRenderTarget ) {
  29031. var renderer = this._renderer;
  29032. var autoClear = renderer.autoClear;
  29033. renderer.autoClear = false;
  29034. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29035. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29036. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29037. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29038. }
  29039. renderer.autoClear = autoClear;
  29040. },
  29041. /**
  29042. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29043. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29044. * the blur latitudinally (around the poles), and then longitudinally (towards
  29045. * the poles) to approximate the orthogonally-separable blur. It is least
  29046. * accurate at the poles, but still does a decent job.
  29047. */
  29048. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29049. var pingPongRenderTarget = this._pingPongRenderTarget;
  29050. this._halfBlur(
  29051. cubeUVRenderTarget,
  29052. pingPongRenderTarget,
  29053. lodIn,
  29054. lodOut,
  29055. sigma,
  29056. 'latitudinal',
  29057. poleAxis );
  29058. this._halfBlur(
  29059. pingPongRenderTarget,
  29060. cubeUVRenderTarget,
  29061. lodOut,
  29062. lodOut,
  29063. sigma,
  29064. 'longitudinal',
  29065. poleAxis );
  29066. },
  29067. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29068. var renderer = this._renderer;
  29069. var blurMaterial = this._blurMaterial;
  29070. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29071. console.error(
  29072. 'blur direction must be either latitudinal or longitudinal!' );
  29073. }
  29074. // Number of standard deviations at which to cut off the discrete approximation.
  29075. var STANDARD_DEVIATIONS = 3;
  29076. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29077. var blurUniforms = blurMaterial.uniforms;
  29078. var pixels = _sizeLods[ lodIn ] - 1;
  29079. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29080. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29081. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29082. if ( samples > MAX_SAMPLES ) {
  29083. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29084. }
  29085. var weights = [];
  29086. var sum = 0;
  29087. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29088. var x$1 = i / sigmaPixels;
  29089. var weight = Math.exp( - x$1 * x$1 / 2 );
  29090. weights.push( weight );
  29091. if ( i == 0 ) {
  29092. sum += weight;
  29093. } else if ( i < samples ) {
  29094. sum += 2 * weight;
  29095. }
  29096. }
  29097. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29098. weights[ i$1 ] = weights[ i$1 ] / sum;
  29099. }
  29100. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29101. blurUniforms[ 'samples' ].value = samples;
  29102. blurUniforms[ 'weights' ].value = weights;
  29103. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29104. if ( poleAxis ) {
  29105. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29106. }
  29107. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29108. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29109. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29110. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29111. var outputSize = _sizeLods[ lodOut ];
  29112. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29113. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29114. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29115. renderer.setRenderTarget( targetOut );
  29116. renderer.render( blurMesh, _flatCamera );
  29117. }
  29118. };
  29119. function _isLDR( texture ) {
  29120. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29121. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29122. }
  29123. function _createPlanes() {
  29124. var _lodPlanes = [];
  29125. var _sizeLods = [];
  29126. var _sigmas = [];
  29127. var lod = LOD_MAX;
  29128. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29129. var sizeLod = Math.pow( 2, lod );
  29130. _sizeLods.push( sizeLod );
  29131. var sigma = 1.0 / sizeLod;
  29132. if ( i > LOD_MAX - LOD_MIN ) {
  29133. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29134. } else if ( i == 0 ) {
  29135. sigma = 0;
  29136. }
  29137. _sigmas.push( sigma );
  29138. var texelSize = 1.0 / ( sizeLod - 1 );
  29139. var min = - texelSize / 2;
  29140. var max = 1 + texelSize / 2;
  29141. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29142. var cubeFaces = 6;
  29143. var vertices = 6;
  29144. var positionSize = 3;
  29145. var uvSize = 2;
  29146. var faceIndexSize = 1;
  29147. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29148. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29149. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29150. for ( var face = 0; face < cubeFaces; face ++ ) {
  29151. var x = ( face % 3 ) * 2 / 3 - 1;
  29152. var y = face > 2 ? 0 : - 1;
  29153. var coordinates = [
  29154. x, y, 0,
  29155. x + 2 / 3, y, 0,
  29156. x + 2 / 3, y + 1, 0,
  29157. x, y, 0,
  29158. x + 2 / 3, y + 1, 0,
  29159. x, y + 1, 0
  29160. ];
  29161. position.set( coordinates, positionSize * vertices * face );
  29162. uv.set( uv1, uvSize * vertices * face );
  29163. var fill = [ face, face, face, face, face, face ];
  29164. faceIndex.set( fill, faceIndexSize * vertices * face );
  29165. }
  29166. var planes = new BufferGeometry();
  29167. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29168. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29169. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29170. _lodPlanes.push( planes );
  29171. if ( lod > LOD_MIN ) {
  29172. lod --;
  29173. }
  29174. }
  29175. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29176. }
  29177. function _createRenderTarget( params ) {
  29178. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29179. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29180. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29181. cubeUVRenderTarget.scissorTest = true;
  29182. return cubeUVRenderTarget;
  29183. }
  29184. function _setViewport( target, x, y, width, height ) {
  29185. target.viewport.set( x, y, width, height );
  29186. target.scissor.set( x, y, width, height );
  29187. }
  29188. function _getBlurShader( maxSamples ) {
  29189. var weights = new Float32Array( maxSamples );
  29190. var poleAxis = new Vector3( 0, 1, 0 );
  29191. var shaderMaterial = new RawShaderMaterial( {
  29192. name: 'SphericalGaussianBlur',
  29193. defines: { 'n': maxSamples },
  29194. uniforms: {
  29195. 'envMap': { value: null },
  29196. 'samples': { value: 1 },
  29197. 'weights': { value: weights },
  29198. 'latitudinal': { value: false },
  29199. 'dTheta': { value: 0 },
  29200. 'mipInt': { value: 0 },
  29201. 'poleAxis': { value: poleAxis },
  29202. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29203. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29204. },
  29205. vertexShader: _getCommonVertexShader(),
  29206. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29207. blending: NoBlending,
  29208. depthTest: false,
  29209. depthWrite: false
  29210. } );
  29211. return shaderMaterial;
  29212. }
  29213. function _getEquirectShader() {
  29214. var texelSize = new Vector2( 1, 1 );
  29215. var shaderMaterial = new RawShaderMaterial( {
  29216. name: 'EquirectangularToCubeUV',
  29217. uniforms: {
  29218. 'envMap': { value: null },
  29219. 'texelSize': { value: texelSize },
  29220. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29221. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29222. },
  29223. vertexShader: _getCommonVertexShader(),
  29224. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#include <common>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv = equirectUv( outputDirection );\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29225. blending: NoBlending,
  29226. depthTest: false,
  29227. depthWrite: false
  29228. } );
  29229. return shaderMaterial;
  29230. }
  29231. function _getCubemapShader() {
  29232. var shaderMaterial = new RawShaderMaterial( {
  29233. name: 'CubemapToCubeUV',
  29234. uniforms: {
  29235. 'envMap': { value: null },
  29236. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29237. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29238. },
  29239. vertexShader: _getCommonVertexShader(),
  29240. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29241. blending: NoBlending,
  29242. depthTest: false,
  29243. depthWrite: false
  29244. } );
  29245. return shaderMaterial;
  29246. }
  29247. function _getCommonVertexShader() {
  29248. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\n\n// RH coordinate system; PMREM face-indexing convention\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\t} else if (face == 2.0) {\n\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\t} else if (face == 5.0) {\n\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\t}\n\treturn direction;\n}\n\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  29249. }
  29250. function _getEncodings() {
  29251. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  29252. }
  29253. /**
  29254. * @author mrdoob / http://mrdoob.com/
  29255. */
  29256. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29257. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29258. return new Face3( a, b, c, normal, color, materialIndex );
  29259. }
  29260. var LineStrip = 0;
  29261. var LinePieces = 1;
  29262. var NoColors = 0;
  29263. var FaceColors = 1;
  29264. var VertexColors = 2;
  29265. function MeshFaceMaterial( materials ) {
  29266. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29267. return materials;
  29268. }
  29269. function MultiMaterial( materials ) {
  29270. if ( materials === undefined ) { materials = []; }
  29271. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29272. materials.isMultiMaterial = true;
  29273. materials.materials = materials;
  29274. materials.clone = function () {
  29275. return materials.slice();
  29276. };
  29277. return materials;
  29278. }
  29279. function PointCloud( geometry, material ) {
  29280. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29281. return new Points( geometry, material );
  29282. }
  29283. function Particle( material ) {
  29284. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29285. return new Sprite( material );
  29286. }
  29287. function ParticleSystem( geometry, material ) {
  29288. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29289. return new Points( geometry, material );
  29290. }
  29291. function PointCloudMaterial( parameters ) {
  29292. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29293. return new PointsMaterial( parameters );
  29294. }
  29295. function ParticleBasicMaterial( parameters ) {
  29296. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29297. return new PointsMaterial( parameters );
  29298. }
  29299. function ParticleSystemMaterial( parameters ) {
  29300. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29301. return new PointsMaterial( parameters );
  29302. }
  29303. function Vertex( x, y, z ) {
  29304. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29305. return new Vector3( x, y, z );
  29306. }
  29307. //
  29308. function DynamicBufferAttribute( array, itemSize ) {
  29309. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29310. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29311. }
  29312. function Int8Attribute( array, itemSize ) {
  29313. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29314. return new Int8BufferAttribute( array, itemSize );
  29315. }
  29316. function Uint8Attribute( array, itemSize ) {
  29317. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29318. return new Uint8BufferAttribute( array, itemSize );
  29319. }
  29320. function Uint8ClampedAttribute( array, itemSize ) {
  29321. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29322. return new Uint8ClampedBufferAttribute( array, itemSize );
  29323. }
  29324. function Int16Attribute( array, itemSize ) {
  29325. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29326. return new Int16BufferAttribute( array, itemSize );
  29327. }
  29328. function Uint16Attribute( array, itemSize ) {
  29329. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29330. return new Uint16BufferAttribute( array, itemSize );
  29331. }
  29332. function Int32Attribute( array, itemSize ) {
  29333. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29334. return new Int32BufferAttribute( array, itemSize );
  29335. }
  29336. function Uint32Attribute( array, itemSize ) {
  29337. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29338. return new Uint32BufferAttribute( array, itemSize );
  29339. }
  29340. function Float32Attribute( array, itemSize ) {
  29341. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29342. return new Float32BufferAttribute( array, itemSize );
  29343. }
  29344. function Float64Attribute( array, itemSize ) {
  29345. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29346. return new Float64BufferAttribute( array, itemSize );
  29347. }
  29348. //
  29349. Curve.create = function ( construct, getPoint ) {
  29350. console.log( 'THREE.Curve.create() has been deprecated' );
  29351. construct.prototype = Object.create( Curve.prototype );
  29352. construct.prototype.constructor = construct;
  29353. construct.prototype.getPoint = getPoint;
  29354. return construct;
  29355. };
  29356. //
  29357. Object.assign( CurvePath.prototype, {
  29358. createPointsGeometry: function ( divisions ) {
  29359. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29360. // generate geometry from path points (for Line or Points objects)
  29361. var pts = this.getPoints( divisions );
  29362. return this.createGeometry( pts );
  29363. },
  29364. createSpacedPointsGeometry: function ( divisions ) {
  29365. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29366. // generate geometry from equidistant sampling along the path
  29367. var pts = this.getSpacedPoints( divisions );
  29368. return this.createGeometry( pts );
  29369. },
  29370. createGeometry: function ( points ) {
  29371. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29372. var geometry = new Geometry();
  29373. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29374. var point = points[ i ];
  29375. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29376. }
  29377. return geometry;
  29378. }
  29379. } );
  29380. //
  29381. Object.assign( Path.prototype, {
  29382. fromPoints: function ( points ) {
  29383. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29384. return this.setFromPoints( points );
  29385. }
  29386. } );
  29387. //
  29388. function ClosedSplineCurve3( points ) {
  29389. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29390. CatmullRomCurve3.call( this, points );
  29391. this.type = 'catmullrom';
  29392. this.closed = true;
  29393. }
  29394. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29395. //
  29396. function SplineCurve3( points ) {
  29397. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29398. CatmullRomCurve3.call( this, points );
  29399. this.type = 'catmullrom';
  29400. }
  29401. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29402. //
  29403. function Spline( points ) {
  29404. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29405. CatmullRomCurve3.call( this, points );
  29406. this.type = 'catmullrom';
  29407. }
  29408. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29409. Object.assign( Spline.prototype, {
  29410. initFromArray: function ( /* a */ ) {
  29411. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29412. },
  29413. getControlPointsArray: function ( /* optionalTarget */ ) {
  29414. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29415. },
  29416. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29417. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29418. }
  29419. } );
  29420. //
  29421. function AxisHelper( size ) {
  29422. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29423. return new AxesHelper( size );
  29424. }
  29425. function BoundingBoxHelper( object, color ) {
  29426. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29427. return new BoxHelper( object, color );
  29428. }
  29429. function EdgesHelper( object, hex ) {
  29430. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29431. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29432. }
  29433. GridHelper.prototype.setColors = function () {
  29434. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29435. };
  29436. SkeletonHelper.prototype.update = function () {
  29437. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29438. };
  29439. function WireframeHelper( object, hex ) {
  29440. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29441. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29442. }
  29443. //
  29444. Object.assign( Loader.prototype, {
  29445. extractUrlBase: function ( url ) {
  29446. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29447. return LoaderUtils.extractUrlBase( url );
  29448. }
  29449. } );
  29450. Loader.Handlers = {
  29451. add: function ( /* regex, loader */ ) {
  29452. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29453. },
  29454. get: function ( /* file */ ) {
  29455. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29456. }
  29457. };
  29458. function XHRLoader( manager ) {
  29459. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29460. return new FileLoader( manager );
  29461. }
  29462. function BinaryTextureLoader( manager ) {
  29463. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29464. return new DataTextureLoader( manager );
  29465. }
  29466. Object.assign( ObjectLoader.prototype, {
  29467. setTexturePath: function ( value ) {
  29468. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29469. return this.setResourcePath( value );
  29470. }
  29471. } );
  29472. //
  29473. Object.assign( Box2.prototype, {
  29474. center: function ( optionalTarget ) {
  29475. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29476. return this.getCenter( optionalTarget );
  29477. },
  29478. empty: function () {
  29479. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29480. return this.isEmpty();
  29481. },
  29482. isIntersectionBox: function ( box ) {
  29483. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29484. return this.intersectsBox( box );
  29485. },
  29486. size: function ( optionalTarget ) {
  29487. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29488. return this.getSize( optionalTarget );
  29489. }
  29490. } );
  29491. Object.assign( Box3.prototype, {
  29492. center: function ( optionalTarget ) {
  29493. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29494. return this.getCenter( optionalTarget );
  29495. },
  29496. empty: function () {
  29497. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29498. return this.isEmpty();
  29499. },
  29500. isIntersectionBox: function ( box ) {
  29501. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29502. return this.intersectsBox( box );
  29503. },
  29504. isIntersectionSphere: function ( sphere ) {
  29505. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29506. return this.intersectsSphere( sphere );
  29507. },
  29508. size: function ( optionalTarget ) {
  29509. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29510. return this.getSize( optionalTarget );
  29511. }
  29512. } );
  29513. Object.assign( Sphere.prototype, {
  29514. empty: function () {
  29515. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29516. return this.isEmpty();
  29517. },
  29518. } );
  29519. Frustum.prototype.setFromMatrix = function ( m ) {
  29520. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29521. return this.setFromProjectionMatrix( m );
  29522. };
  29523. Line3.prototype.center = function ( optionalTarget ) {
  29524. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29525. return this.getCenter( optionalTarget );
  29526. };
  29527. Object.assign( MathUtils, {
  29528. random16: function () {
  29529. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29530. return Math.random();
  29531. },
  29532. nearestPowerOfTwo: function ( value ) {
  29533. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29534. return MathUtils.floorPowerOfTwo( value );
  29535. },
  29536. nextPowerOfTwo: function ( value ) {
  29537. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29538. return MathUtils.ceilPowerOfTwo( value );
  29539. }
  29540. } );
  29541. Object.assign( Matrix3.prototype, {
  29542. flattenToArrayOffset: function ( array, offset ) {
  29543. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29544. return this.toArray( array, offset );
  29545. },
  29546. multiplyVector3: function ( vector ) {
  29547. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29548. return vector.applyMatrix3( this );
  29549. },
  29550. multiplyVector3Array: function ( /* a */ ) {
  29551. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29552. },
  29553. applyToBufferAttribute: function ( attribute ) {
  29554. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29555. return attribute.applyMatrix3( this );
  29556. },
  29557. applyToVector3Array: function ( /* array, offset, length */ ) {
  29558. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29559. }
  29560. } );
  29561. Object.assign( Matrix4.prototype, {
  29562. extractPosition: function ( m ) {
  29563. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29564. return this.copyPosition( m );
  29565. },
  29566. flattenToArrayOffset: function ( array, offset ) {
  29567. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29568. return this.toArray( array, offset );
  29569. },
  29570. getPosition: function () {
  29571. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29572. return new Vector3().setFromMatrixColumn( this, 3 );
  29573. },
  29574. setRotationFromQuaternion: function ( q ) {
  29575. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29576. return this.makeRotationFromQuaternion( q );
  29577. },
  29578. multiplyToArray: function () {
  29579. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29580. },
  29581. multiplyVector3: function ( vector ) {
  29582. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29583. return vector.applyMatrix4( this );
  29584. },
  29585. multiplyVector4: function ( vector ) {
  29586. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29587. return vector.applyMatrix4( this );
  29588. },
  29589. multiplyVector3Array: function ( /* a */ ) {
  29590. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29591. },
  29592. rotateAxis: function ( v ) {
  29593. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29594. v.transformDirection( this );
  29595. },
  29596. crossVector: function ( vector ) {
  29597. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29598. return vector.applyMatrix4( this );
  29599. },
  29600. translate: function () {
  29601. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29602. },
  29603. rotateX: function () {
  29604. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29605. },
  29606. rotateY: function () {
  29607. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29608. },
  29609. rotateZ: function () {
  29610. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29611. },
  29612. rotateByAxis: function () {
  29613. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29614. },
  29615. applyToBufferAttribute: function ( attribute ) {
  29616. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29617. return attribute.applyMatrix4( this );
  29618. },
  29619. applyToVector3Array: function ( /* array, offset, length */ ) {
  29620. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29621. },
  29622. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29623. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29624. return this.makePerspective( left, right, top, bottom, near, far );
  29625. }
  29626. } );
  29627. Plane.prototype.isIntersectionLine = function ( line ) {
  29628. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29629. return this.intersectsLine( line );
  29630. };
  29631. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29632. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29633. return vector.applyQuaternion( this );
  29634. };
  29635. Object.assign( Ray.prototype, {
  29636. isIntersectionBox: function ( box ) {
  29637. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29638. return this.intersectsBox( box );
  29639. },
  29640. isIntersectionPlane: function ( plane ) {
  29641. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29642. return this.intersectsPlane( plane );
  29643. },
  29644. isIntersectionSphere: function ( sphere ) {
  29645. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29646. return this.intersectsSphere( sphere );
  29647. }
  29648. } );
  29649. Object.assign( Triangle.prototype, {
  29650. area: function () {
  29651. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29652. return this.getArea();
  29653. },
  29654. barycoordFromPoint: function ( point, target ) {
  29655. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29656. return this.getBarycoord( point, target );
  29657. },
  29658. midpoint: function ( target ) {
  29659. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29660. return this.getMidpoint( target );
  29661. },
  29662. normal: function ( target ) {
  29663. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29664. return this.getNormal( target );
  29665. },
  29666. plane: function ( target ) {
  29667. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29668. return this.getPlane( target );
  29669. }
  29670. } );
  29671. Object.assign( Triangle, {
  29672. barycoordFromPoint: function ( point, a, b, c, target ) {
  29673. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29674. return Triangle.getBarycoord( point, a, b, c, target );
  29675. },
  29676. normal: function ( a, b, c, target ) {
  29677. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29678. return Triangle.getNormal( a, b, c, target );
  29679. }
  29680. } );
  29681. Object.assign( Shape.prototype, {
  29682. extractAllPoints: function ( divisions ) {
  29683. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29684. return this.extractPoints( divisions );
  29685. },
  29686. extrude: function ( options ) {
  29687. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29688. return new ExtrudeGeometry( this, options );
  29689. },
  29690. makeGeometry: function ( options ) {
  29691. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29692. return new ShapeGeometry( this, options );
  29693. }
  29694. } );
  29695. Object.assign( Vector2.prototype, {
  29696. fromAttribute: function ( attribute, index, offset ) {
  29697. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29698. return this.fromBufferAttribute( attribute, index, offset );
  29699. },
  29700. distanceToManhattan: function ( v ) {
  29701. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29702. return this.manhattanDistanceTo( v );
  29703. },
  29704. lengthManhattan: function () {
  29705. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29706. return this.manhattanLength();
  29707. }
  29708. } );
  29709. Object.assign( Vector3.prototype, {
  29710. setEulerFromRotationMatrix: function () {
  29711. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29712. },
  29713. setEulerFromQuaternion: function () {
  29714. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29715. },
  29716. getPositionFromMatrix: function ( m ) {
  29717. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29718. return this.setFromMatrixPosition( m );
  29719. },
  29720. getScaleFromMatrix: function ( m ) {
  29721. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29722. return this.setFromMatrixScale( m );
  29723. },
  29724. getColumnFromMatrix: function ( index, matrix ) {
  29725. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29726. return this.setFromMatrixColumn( matrix, index );
  29727. },
  29728. applyProjection: function ( m ) {
  29729. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29730. return this.applyMatrix4( m );
  29731. },
  29732. fromAttribute: function ( attribute, index, offset ) {
  29733. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29734. return this.fromBufferAttribute( attribute, index, offset );
  29735. },
  29736. distanceToManhattan: function ( v ) {
  29737. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29738. return this.manhattanDistanceTo( v );
  29739. },
  29740. lengthManhattan: function () {
  29741. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29742. return this.manhattanLength();
  29743. }
  29744. } );
  29745. Object.assign( Vector4.prototype, {
  29746. fromAttribute: function ( attribute, index, offset ) {
  29747. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29748. return this.fromBufferAttribute( attribute, index, offset );
  29749. },
  29750. lengthManhattan: function () {
  29751. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29752. return this.manhattanLength();
  29753. }
  29754. } );
  29755. //
  29756. Object.assign( Geometry.prototype, {
  29757. computeTangents: function () {
  29758. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29759. },
  29760. computeLineDistances: function () {
  29761. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29762. },
  29763. applyMatrix: function ( matrix ) {
  29764. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29765. return this.applyMatrix4( matrix );
  29766. }
  29767. } );
  29768. Object.assign( Object3D.prototype, {
  29769. getChildByName: function ( name ) {
  29770. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29771. return this.getObjectByName( name );
  29772. },
  29773. renderDepth: function () {
  29774. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29775. },
  29776. translate: function ( distance, axis ) {
  29777. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29778. return this.translateOnAxis( axis, distance );
  29779. },
  29780. getWorldRotation: function () {
  29781. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29782. },
  29783. applyMatrix: function ( matrix ) {
  29784. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29785. return this.applyMatrix4( matrix );
  29786. }
  29787. } );
  29788. Object.defineProperties( Object3D.prototype, {
  29789. eulerOrder: {
  29790. get: function () {
  29791. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29792. return this.rotation.order;
  29793. },
  29794. set: function ( value ) {
  29795. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29796. this.rotation.order = value;
  29797. }
  29798. },
  29799. useQuaternion: {
  29800. get: function () {
  29801. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29802. },
  29803. set: function () {
  29804. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29805. }
  29806. }
  29807. } );
  29808. Object.assign( Mesh.prototype, {
  29809. setDrawMode: function () {
  29810. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29811. },
  29812. } );
  29813. Object.defineProperties( Mesh.prototype, {
  29814. drawMode: {
  29815. get: function () {
  29816. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29817. return TrianglesDrawMode;
  29818. },
  29819. set: function () {
  29820. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29821. }
  29822. }
  29823. } );
  29824. Object.defineProperties( LOD.prototype, {
  29825. objects: {
  29826. get: function () {
  29827. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29828. return this.levels;
  29829. }
  29830. }
  29831. } );
  29832. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29833. get: function () {
  29834. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29835. },
  29836. set: function () {
  29837. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29838. }
  29839. } );
  29840. SkinnedMesh.prototype.initBones = function () {
  29841. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29842. };
  29843. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29844. get: function () {
  29845. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29846. return this.arcLengthDivisions;
  29847. },
  29848. set: function ( value ) {
  29849. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29850. this.arcLengthDivisions = value;
  29851. }
  29852. } );
  29853. //
  29854. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29855. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29856. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29857. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29858. this.setFocalLength( focalLength );
  29859. };
  29860. //
  29861. Object.defineProperties( Light.prototype, {
  29862. onlyShadow: {
  29863. set: function () {
  29864. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29865. }
  29866. },
  29867. shadowCameraFov: {
  29868. set: function ( value ) {
  29869. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29870. this.shadow.camera.fov = value;
  29871. }
  29872. },
  29873. shadowCameraLeft: {
  29874. set: function ( value ) {
  29875. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29876. this.shadow.camera.left = value;
  29877. }
  29878. },
  29879. shadowCameraRight: {
  29880. set: function ( value ) {
  29881. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29882. this.shadow.camera.right = value;
  29883. }
  29884. },
  29885. shadowCameraTop: {
  29886. set: function ( value ) {
  29887. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29888. this.shadow.camera.top = value;
  29889. }
  29890. },
  29891. shadowCameraBottom: {
  29892. set: function ( value ) {
  29893. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29894. this.shadow.camera.bottom = value;
  29895. }
  29896. },
  29897. shadowCameraNear: {
  29898. set: function ( value ) {
  29899. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29900. this.shadow.camera.near = value;
  29901. }
  29902. },
  29903. shadowCameraFar: {
  29904. set: function ( value ) {
  29905. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29906. this.shadow.camera.far = value;
  29907. }
  29908. },
  29909. shadowCameraVisible: {
  29910. set: function () {
  29911. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29912. }
  29913. },
  29914. shadowBias: {
  29915. set: function ( value ) {
  29916. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29917. this.shadow.bias = value;
  29918. }
  29919. },
  29920. shadowDarkness: {
  29921. set: function () {
  29922. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29923. }
  29924. },
  29925. shadowMapWidth: {
  29926. set: function ( value ) {
  29927. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29928. this.shadow.mapSize.width = value;
  29929. }
  29930. },
  29931. shadowMapHeight: {
  29932. set: function ( value ) {
  29933. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29934. this.shadow.mapSize.height = value;
  29935. }
  29936. }
  29937. } );
  29938. //
  29939. Object.defineProperties( BufferAttribute.prototype, {
  29940. length: {
  29941. get: function () {
  29942. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29943. return this.array.length;
  29944. }
  29945. },
  29946. dynamic: {
  29947. get: function () {
  29948. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29949. return this.usage === DynamicDrawUsage;
  29950. },
  29951. set: function ( /* value */ ) {
  29952. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29953. this.setUsage( DynamicDrawUsage );
  29954. }
  29955. }
  29956. } );
  29957. Object.assign( BufferAttribute.prototype, {
  29958. setDynamic: function ( value ) {
  29959. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29960. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29961. return this;
  29962. },
  29963. copyIndicesArray: function ( /* indices */ ) {
  29964. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29965. },
  29966. setArray: function ( /* array */ ) {
  29967. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29968. }
  29969. } );
  29970. Object.assign( BufferGeometry.prototype, {
  29971. addIndex: function ( index ) {
  29972. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29973. this.setIndex( index );
  29974. },
  29975. addAttribute: function ( name, attribute ) {
  29976. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29977. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29978. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29979. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29980. }
  29981. if ( name === 'index' ) {
  29982. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29983. this.setIndex( attribute );
  29984. return this;
  29985. }
  29986. return this.setAttribute( name, attribute );
  29987. },
  29988. addDrawCall: function ( start, count, indexOffset ) {
  29989. if ( indexOffset !== undefined ) {
  29990. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29991. }
  29992. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29993. this.addGroup( start, count );
  29994. },
  29995. clearDrawCalls: function () {
  29996. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29997. this.clearGroups();
  29998. },
  29999. computeTangents: function () {
  30000. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30001. },
  30002. computeOffsets: function () {
  30003. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30004. },
  30005. removeAttribute: function ( name ) {
  30006. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30007. return this.deleteAttribute( name );
  30008. },
  30009. applyMatrix: function ( matrix ) {
  30010. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30011. return this.applyMatrix4( matrix );
  30012. }
  30013. } );
  30014. Object.defineProperties( BufferGeometry.prototype, {
  30015. drawcalls: {
  30016. get: function () {
  30017. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30018. return this.groups;
  30019. }
  30020. },
  30021. offsets: {
  30022. get: function () {
  30023. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30024. return this.groups;
  30025. }
  30026. }
  30027. } );
  30028. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30029. maxInstancedCount: {
  30030. get: function () {
  30031. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30032. return this.instanceCount;
  30033. },
  30034. set: function ( value ) {
  30035. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30036. this.instanceCount = value;
  30037. }
  30038. }
  30039. } );
  30040. Object.defineProperties( Raycaster.prototype, {
  30041. linePrecision: {
  30042. get: function () {
  30043. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30044. return this.params.Line.threshold;
  30045. },
  30046. set: function ( value ) {
  30047. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30048. this.params.Line.threshold = value;
  30049. }
  30050. }
  30051. } );
  30052. Object.defineProperties( InterleavedBuffer.prototype, {
  30053. dynamic: {
  30054. get: function () {
  30055. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30056. return this.usage === DynamicDrawUsage;
  30057. },
  30058. set: function ( value ) {
  30059. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30060. this.setUsage( value );
  30061. }
  30062. }
  30063. } );
  30064. Object.assign( InterleavedBuffer.prototype, {
  30065. setDynamic: function ( value ) {
  30066. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30067. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30068. return this;
  30069. },
  30070. setArray: function ( /* array */ ) {
  30071. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30072. }
  30073. } );
  30074. //
  30075. Object.assign( ExtrudeBufferGeometry.prototype, {
  30076. getArrays: function () {
  30077. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30078. },
  30079. addShapeList: function () {
  30080. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30081. },
  30082. addShape: function () {
  30083. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30084. }
  30085. } );
  30086. //
  30087. Object.defineProperties( Uniform.prototype, {
  30088. dynamic: {
  30089. set: function () {
  30090. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30091. }
  30092. },
  30093. onUpdate: {
  30094. value: function () {
  30095. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30096. return this;
  30097. }
  30098. }
  30099. } );
  30100. //
  30101. Object.defineProperties( Material.prototype, {
  30102. wrapAround: {
  30103. get: function () {
  30104. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30105. },
  30106. set: function () {
  30107. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30108. }
  30109. },
  30110. overdraw: {
  30111. get: function () {
  30112. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30113. },
  30114. set: function () {
  30115. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30116. }
  30117. },
  30118. wrapRGB: {
  30119. get: function () {
  30120. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30121. return new Color();
  30122. }
  30123. },
  30124. shading: {
  30125. get: function () {
  30126. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30127. },
  30128. set: function ( value ) {
  30129. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30130. this.flatShading = ( value === FlatShading );
  30131. }
  30132. },
  30133. stencilMask: {
  30134. get: function () {
  30135. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30136. return this.stencilFuncMask;
  30137. },
  30138. set: function ( value ) {
  30139. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30140. this.stencilFuncMask = value;
  30141. }
  30142. }
  30143. } );
  30144. Object.defineProperties( MeshPhongMaterial.prototype, {
  30145. metal: {
  30146. get: function () {
  30147. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30148. return false;
  30149. },
  30150. set: function () {
  30151. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30152. }
  30153. }
  30154. } );
  30155. Object.defineProperties( ShaderMaterial.prototype, {
  30156. derivatives: {
  30157. get: function () {
  30158. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30159. return this.extensions.derivatives;
  30160. },
  30161. set: function ( value ) {
  30162. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30163. this.extensions.derivatives = value;
  30164. }
  30165. }
  30166. } );
  30167. //
  30168. Object.assign( WebGLRenderer.prototype, {
  30169. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30170. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30171. this.setRenderTarget( renderTarget );
  30172. this.clear( color, depth, stencil );
  30173. },
  30174. animate: function ( callback ) {
  30175. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30176. this.setAnimationLoop( callback );
  30177. },
  30178. getCurrentRenderTarget: function () {
  30179. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30180. return this.getRenderTarget();
  30181. },
  30182. getMaxAnisotropy: function () {
  30183. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30184. return this.capabilities.getMaxAnisotropy();
  30185. },
  30186. getPrecision: function () {
  30187. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30188. return this.capabilities.precision;
  30189. },
  30190. resetGLState: function () {
  30191. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30192. return this.state.reset();
  30193. },
  30194. supportsFloatTextures: function () {
  30195. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30196. return this.extensions.get( 'OES_texture_float' );
  30197. },
  30198. supportsHalfFloatTextures: function () {
  30199. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30200. return this.extensions.get( 'OES_texture_half_float' );
  30201. },
  30202. supportsStandardDerivatives: function () {
  30203. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30204. return this.extensions.get( 'OES_standard_derivatives' );
  30205. },
  30206. supportsCompressedTextureS3TC: function () {
  30207. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30208. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30209. },
  30210. supportsCompressedTexturePVRTC: function () {
  30211. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30212. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30213. },
  30214. supportsBlendMinMax: function () {
  30215. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30216. return this.extensions.get( 'EXT_blend_minmax' );
  30217. },
  30218. supportsVertexTextures: function () {
  30219. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30220. return this.capabilities.vertexTextures;
  30221. },
  30222. supportsInstancedArrays: function () {
  30223. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30224. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30225. },
  30226. enableScissorTest: function ( boolean ) {
  30227. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30228. this.setScissorTest( boolean );
  30229. },
  30230. initMaterial: function () {
  30231. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30232. },
  30233. addPrePlugin: function () {
  30234. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30235. },
  30236. addPostPlugin: function () {
  30237. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30238. },
  30239. updateShadowMap: function () {
  30240. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30241. },
  30242. setFaceCulling: function () {
  30243. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30244. },
  30245. allocTextureUnit: function () {
  30246. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30247. },
  30248. setTexture: function () {
  30249. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30250. },
  30251. setTexture2D: function () {
  30252. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30253. },
  30254. setTextureCube: function () {
  30255. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30256. },
  30257. getActiveMipMapLevel: function () {
  30258. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30259. return this.getActiveMipmapLevel();
  30260. }
  30261. } );
  30262. Object.defineProperties( WebGLRenderer.prototype, {
  30263. shadowMapEnabled: {
  30264. get: function () {
  30265. return this.shadowMap.enabled;
  30266. },
  30267. set: function ( value ) {
  30268. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30269. this.shadowMap.enabled = value;
  30270. }
  30271. },
  30272. shadowMapType: {
  30273. get: function () {
  30274. return this.shadowMap.type;
  30275. },
  30276. set: function ( value ) {
  30277. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30278. this.shadowMap.type = value;
  30279. }
  30280. },
  30281. shadowMapCullFace: {
  30282. get: function () {
  30283. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30284. return undefined;
  30285. },
  30286. set: function ( /* value */ ) {
  30287. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30288. }
  30289. },
  30290. context: {
  30291. get: function () {
  30292. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30293. return this.getContext();
  30294. }
  30295. },
  30296. vr: {
  30297. get: function () {
  30298. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30299. return this.xr;
  30300. }
  30301. },
  30302. gammaInput: {
  30303. get: function () {
  30304. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30305. return false;
  30306. },
  30307. set: function () {
  30308. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30309. }
  30310. },
  30311. gammaOutput: {
  30312. get: function () {
  30313. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30314. return false;
  30315. },
  30316. set: function ( value ) {
  30317. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30318. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30319. }
  30320. },
  30321. toneMappingWhitePoint: {
  30322. get: function () {
  30323. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30324. return 1.0;
  30325. },
  30326. set: function () {
  30327. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30328. }
  30329. },
  30330. } );
  30331. Object.defineProperties( WebGLShadowMap.prototype, {
  30332. cullFace: {
  30333. get: function () {
  30334. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30335. return undefined;
  30336. },
  30337. set: function ( /* cullFace */ ) {
  30338. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30339. }
  30340. },
  30341. renderReverseSided: {
  30342. get: function () {
  30343. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30344. return undefined;
  30345. },
  30346. set: function () {
  30347. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30348. }
  30349. },
  30350. renderSingleSided: {
  30351. get: function () {
  30352. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30353. return undefined;
  30354. },
  30355. set: function () {
  30356. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30357. }
  30358. }
  30359. } );
  30360. function WebGLRenderTargetCube( width, height, options ) {
  30361. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30362. return new WebGLCubeRenderTarget( width, options );
  30363. }
  30364. //
  30365. Object.defineProperties( WebGLRenderTarget.prototype, {
  30366. wrapS: {
  30367. get: function () {
  30368. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30369. return this.texture.wrapS;
  30370. },
  30371. set: function ( value ) {
  30372. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30373. this.texture.wrapS = value;
  30374. }
  30375. },
  30376. wrapT: {
  30377. get: function () {
  30378. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30379. return this.texture.wrapT;
  30380. },
  30381. set: function ( value ) {
  30382. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30383. this.texture.wrapT = value;
  30384. }
  30385. },
  30386. magFilter: {
  30387. get: function () {
  30388. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30389. return this.texture.magFilter;
  30390. },
  30391. set: function ( value ) {
  30392. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30393. this.texture.magFilter = value;
  30394. }
  30395. },
  30396. minFilter: {
  30397. get: function () {
  30398. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30399. return this.texture.minFilter;
  30400. },
  30401. set: function ( value ) {
  30402. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30403. this.texture.minFilter = value;
  30404. }
  30405. },
  30406. anisotropy: {
  30407. get: function () {
  30408. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30409. return this.texture.anisotropy;
  30410. },
  30411. set: function ( value ) {
  30412. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30413. this.texture.anisotropy = value;
  30414. }
  30415. },
  30416. offset: {
  30417. get: function () {
  30418. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30419. return this.texture.offset;
  30420. },
  30421. set: function ( value ) {
  30422. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30423. this.texture.offset = value;
  30424. }
  30425. },
  30426. repeat: {
  30427. get: function () {
  30428. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30429. return this.texture.repeat;
  30430. },
  30431. set: function ( value ) {
  30432. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30433. this.texture.repeat = value;
  30434. }
  30435. },
  30436. format: {
  30437. get: function () {
  30438. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30439. return this.texture.format;
  30440. },
  30441. set: function ( value ) {
  30442. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30443. this.texture.format = value;
  30444. }
  30445. },
  30446. type: {
  30447. get: function () {
  30448. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30449. return this.texture.type;
  30450. },
  30451. set: function ( value ) {
  30452. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30453. this.texture.type = value;
  30454. }
  30455. },
  30456. generateMipmaps: {
  30457. get: function () {
  30458. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30459. return this.texture.generateMipmaps;
  30460. },
  30461. set: function ( value ) {
  30462. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30463. this.texture.generateMipmaps = value;
  30464. }
  30465. }
  30466. } );
  30467. //
  30468. Object.defineProperties( Audio.prototype, {
  30469. load: {
  30470. value: function ( file ) {
  30471. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30472. var scope = this;
  30473. var audioLoader = new AudioLoader();
  30474. audioLoader.load( file, function ( buffer ) {
  30475. scope.setBuffer( buffer );
  30476. } );
  30477. return this;
  30478. }
  30479. },
  30480. startTime: {
  30481. set: function () {
  30482. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30483. }
  30484. }
  30485. } );
  30486. AudioAnalyser.prototype.getData = function () {
  30487. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30488. return this.getFrequencyData();
  30489. };
  30490. //
  30491. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30492. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30493. return this.update( renderer, scene );
  30494. };
  30495. //
  30496. var GeometryUtils = {
  30497. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30498. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30499. var matrix;
  30500. if ( geometry2.isMesh ) {
  30501. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30502. matrix = geometry2.matrix;
  30503. geometry2 = geometry2.geometry;
  30504. }
  30505. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30506. },
  30507. center: function ( geometry ) {
  30508. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30509. return geometry.center();
  30510. }
  30511. };
  30512. ImageUtils.crossOrigin = undefined;
  30513. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30514. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30515. var loader = new TextureLoader();
  30516. loader.setCrossOrigin( this.crossOrigin );
  30517. var texture = loader.load( url, onLoad, undefined, onError );
  30518. if ( mapping ) { texture.mapping = mapping; }
  30519. return texture;
  30520. };
  30521. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30522. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30523. var loader = new CubeTextureLoader();
  30524. loader.setCrossOrigin( this.crossOrigin );
  30525. var texture = loader.load( urls, onLoad, undefined, onError );
  30526. if ( mapping ) { texture.mapping = mapping; }
  30527. return texture;
  30528. };
  30529. ImageUtils.loadCompressedTexture = function () {
  30530. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30531. };
  30532. ImageUtils.loadCompressedTextureCube = function () {
  30533. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30534. };
  30535. //
  30536. function CanvasRenderer() {
  30537. console.error( 'THREE.CanvasRenderer has been removed' );
  30538. }
  30539. //
  30540. function JSONLoader() {
  30541. console.error( 'THREE.JSONLoader has been removed.' );
  30542. }
  30543. //
  30544. var SceneUtils = {
  30545. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30546. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30547. },
  30548. detach: function ( /* child, parent, scene */ ) {
  30549. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30550. },
  30551. attach: function ( /* child, scene, parent */ ) {
  30552. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30553. }
  30554. };
  30555. //
  30556. function LensFlare() {
  30557. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30558. }
  30559. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30560. /* eslint-disable no-undef */
  30561. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30562. revision: REVISION,
  30563. } } ) );
  30564. /* eslint-enable no-undef */
  30565. }
  30566. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30567. exports.AddEquation = AddEquation;
  30568. exports.AddOperation = AddOperation;
  30569. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30570. exports.AdditiveBlending = AdditiveBlending;
  30571. exports.AlphaFormat = AlphaFormat;
  30572. exports.AlwaysDepth = AlwaysDepth;
  30573. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30574. exports.AmbientLight = AmbientLight;
  30575. exports.AmbientLightProbe = AmbientLightProbe;
  30576. exports.AnimationClip = AnimationClip;
  30577. exports.AnimationLoader = AnimationLoader;
  30578. exports.AnimationMixer = AnimationMixer;
  30579. exports.AnimationObjectGroup = AnimationObjectGroup;
  30580. exports.AnimationUtils = AnimationUtils;
  30581. exports.ArcCurve = ArcCurve;
  30582. exports.ArrayCamera = ArrayCamera;
  30583. exports.ArrowHelper = ArrowHelper;
  30584. exports.Audio = Audio;
  30585. exports.AudioAnalyser = AudioAnalyser;
  30586. exports.AudioContext = AudioContext;
  30587. exports.AudioListener = AudioListener;
  30588. exports.AudioLoader = AudioLoader;
  30589. exports.AxesHelper = AxesHelper;
  30590. exports.AxisHelper = AxisHelper;
  30591. exports.BackSide = BackSide;
  30592. exports.BasicDepthPacking = BasicDepthPacking;
  30593. exports.BasicShadowMap = BasicShadowMap;
  30594. exports.BinaryTextureLoader = BinaryTextureLoader;
  30595. exports.Bone = Bone;
  30596. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30597. exports.BoundingBoxHelper = BoundingBoxHelper;
  30598. exports.Box2 = Box2;
  30599. exports.Box3 = Box3;
  30600. exports.Box3Helper = Box3Helper;
  30601. exports.BoxBufferGeometry = BoxBufferGeometry;
  30602. exports.BoxGeometry = BoxGeometry;
  30603. exports.BoxHelper = BoxHelper;
  30604. exports.BufferAttribute = BufferAttribute;
  30605. exports.BufferGeometry = BufferGeometry;
  30606. exports.BufferGeometryLoader = BufferGeometryLoader;
  30607. exports.ByteType = ByteType;
  30608. exports.Cache = Cache;
  30609. exports.Camera = Camera;
  30610. exports.CameraHelper = CameraHelper;
  30611. exports.CanvasRenderer = CanvasRenderer;
  30612. exports.CanvasTexture = CanvasTexture;
  30613. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30614. exports.CineonToneMapping = CineonToneMapping;
  30615. exports.CircleBufferGeometry = CircleBufferGeometry;
  30616. exports.CircleGeometry = CircleGeometry;
  30617. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30618. exports.Clock = Clock;
  30619. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30620. exports.Color = Color;
  30621. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30622. exports.CompressedTexture = CompressedTexture;
  30623. exports.CompressedTextureLoader = CompressedTextureLoader;
  30624. exports.ConeBufferGeometry = ConeBufferGeometry;
  30625. exports.ConeGeometry = ConeGeometry;
  30626. exports.CubeCamera = CubeCamera;
  30627. exports.CubeGeometry = BoxGeometry;
  30628. exports.CubeReflectionMapping = CubeReflectionMapping;
  30629. exports.CubeRefractionMapping = CubeRefractionMapping;
  30630. exports.CubeTexture = CubeTexture;
  30631. exports.CubeTextureLoader = CubeTextureLoader;
  30632. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30633. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30634. exports.CubicBezierCurve = CubicBezierCurve;
  30635. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30636. exports.CubicInterpolant = CubicInterpolant;
  30637. exports.CullFaceBack = CullFaceBack;
  30638. exports.CullFaceFront = CullFaceFront;
  30639. exports.CullFaceFrontBack = CullFaceFrontBack;
  30640. exports.CullFaceNone = CullFaceNone;
  30641. exports.Curve = Curve;
  30642. exports.CurvePath = CurvePath;
  30643. exports.CustomBlending = CustomBlending;
  30644. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30645. exports.CylinderGeometry = CylinderGeometry;
  30646. exports.Cylindrical = Cylindrical;
  30647. exports.DataTexture = DataTexture;
  30648. exports.DataTexture2DArray = DataTexture2DArray;
  30649. exports.DataTexture3D = DataTexture3D;
  30650. exports.DataTextureLoader = DataTextureLoader;
  30651. exports.DecrementStencilOp = DecrementStencilOp;
  30652. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30653. exports.DefaultLoadingManager = DefaultLoadingManager;
  30654. exports.DepthFormat = DepthFormat;
  30655. exports.DepthStencilFormat = DepthStencilFormat;
  30656. exports.DepthTexture = DepthTexture;
  30657. exports.DirectionalLight = DirectionalLight;
  30658. exports.DirectionalLightHelper = DirectionalLightHelper;
  30659. exports.DirectionalLightShadow = DirectionalLightShadow;
  30660. exports.DiscreteInterpolant = DiscreteInterpolant;
  30661. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30662. exports.DodecahedronGeometry = DodecahedronGeometry;
  30663. exports.DoubleSide = DoubleSide;
  30664. exports.DstAlphaFactor = DstAlphaFactor;
  30665. exports.DstColorFactor = DstColorFactor;
  30666. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30667. exports.DynamicCopyUsage = DynamicCopyUsage;
  30668. exports.DynamicDrawUsage = DynamicDrawUsage;
  30669. exports.DynamicReadUsage = DynamicReadUsage;
  30670. exports.EdgesGeometry = EdgesGeometry;
  30671. exports.EdgesHelper = EdgesHelper;
  30672. exports.EllipseCurve = EllipseCurve;
  30673. exports.EqualDepth = EqualDepth;
  30674. exports.EqualStencilFunc = EqualStencilFunc;
  30675. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30676. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30677. exports.Euler = Euler;
  30678. exports.EventDispatcher = EventDispatcher;
  30679. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30680. exports.ExtrudeGeometry = ExtrudeGeometry;
  30681. exports.Face3 = Face3;
  30682. exports.Face4 = Face4;
  30683. exports.FaceColors = FaceColors;
  30684. exports.FileLoader = FileLoader;
  30685. exports.FlatShading = FlatShading;
  30686. exports.Float32Attribute = Float32Attribute;
  30687. exports.Float32BufferAttribute = Float32BufferAttribute;
  30688. exports.Float64Attribute = Float64Attribute;
  30689. exports.Float64BufferAttribute = Float64BufferAttribute;
  30690. exports.FloatType = FloatType;
  30691. exports.Fog = Fog;
  30692. exports.FogExp2 = FogExp2;
  30693. exports.Font = Font;
  30694. exports.FontLoader = FontLoader;
  30695. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30696. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30697. exports.FrontSide = FrontSide;
  30698. exports.Frustum = Frustum;
  30699. exports.GammaEncoding = GammaEncoding;
  30700. exports.Geometry = Geometry;
  30701. exports.GeometryUtils = GeometryUtils;
  30702. exports.GreaterDepth = GreaterDepth;
  30703. exports.GreaterEqualDepth = GreaterEqualDepth;
  30704. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30705. exports.GreaterStencilFunc = GreaterStencilFunc;
  30706. exports.GridHelper = GridHelper;
  30707. exports.Group = Group;
  30708. exports.HalfFloatType = HalfFloatType;
  30709. exports.HemisphereLight = HemisphereLight;
  30710. exports.HemisphereLightHelper = HemisphereLightHelper;
  30711. exports.HemisphereLightProbe = HemisphereLightProbe;
  30712. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30713. exports.IcosahedronGeometry = IcosahedronGeometry;
  30714. exports.ImageBitmapLoader = ImageBitmapLoader;
  30715. exports.ImageLoader = ImageLoader;
  30716. exports.ImageUtils = ImageUtils;
  30717. exports.ImmediateRenderObject = ImmediateRenderObject;
  30718. exports.IncrementStencilOp = IncrementStencilOp;
  30719. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30720. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30721. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30722. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30723. exports.InstancedMesh = InstancedMesh;
  30724. exports.Int16Attribute = Int16Attribute;
  30725. exports.Int16BufferAttribute = Int16BufferAttribute;
  30726. exports.Int32Attribute = Int32Attribute;
  30727. exports.Int32BufferAttribute = Int32BufferAttribute;
  30728. exports.Int8Attribute = Int8Attribute;
  30729. exports.Int8BufferAttribute = Int8BufferAttribute;
  30730. exports.IntType = IntType;
  30731. exports.InterleavedBuffer = InterleavedBuffer;
  30732. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30733. exports.Interpolant = Interpolant;
  30734. exports.InterpolateDiscrete = InterpolateDiscrete;
  30735. exports.InterpolateLinear = InterpolateLinear;
  30736. exports.InterpolateSmooth = InterpolateSmooth;
  30737. exports.InvertStencilOp = InvertStencilOp;
  30738. exports.JSONLoader = JSONLoader;
  30739. exports.KeepStencilOp = KeepStencilOp;
  30740. exports.KeyframeTrack = KeyframeTrack;
  30741. exports.LOD = LOD;
  30742. exports.LatheBufferGeometry = LatheBufferGeometry;
  30743. exports.LatheGeometry = LatheGeometry;
  30744. exports.Layers = Layers;
  30745. exports.LensFlare = LensFlare;
  30746. exports.LessDepth = LessDepth;
  30747. exports.LessEqualDepth = LessEqualDepth;
  30748. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30749. exports.LessStencilFunc = LessStencilFunc;
  30750. exports.Light = Light;
  30751. exports.LightProbe = LightProbe;
  30752. exports.LightShadow = LightShadow;
  30753. exports.Line = Line;
  30754. exports.Line3 = Line3;
  30755. exports.LineBasicMaterial = LineBasicMaterial;
  30756. exports.LineCurve = LineCurve;
  30757. exports.LineCurve3 = LineCurve3;
  30758. exports.LineDashedMaterial = LineDashedMaterial;
  30759. exports.LineLoop = LineLoop;
  30760. exports.LinePieces = LinePieces;
  30761. exports.LineSegments = LineSegments;
  30762. exports.LineStrip = LineStrip;
  30763. exports.LinearEncoding = LinearEncoding;
  30764. exports.LinearFilter = LinearFilter;
  30765. exports.LinearInterpolant = LinearInterpolant;
  30766. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30767. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30768. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30769. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30770. exports.LinearToneMapping = LinearToneMapping;
  30771. exports.Loader = Loader;
  30772. exports.LoaderUtils = LoaderUtils;
  30773. exports.LoadingManager = LoadingManager;
  30774. exports.LogLuvEncoding = LogLuvEncoding;
  30775. exports.LoopOnce = LoopOnce;
  30776. exports.LoopPingPong = LoopPingPong;
  30777. exports.LoopRepeat = LoopRepeat;
  30778. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30779. exports.LuminanceFormat = LuminanceFormat;
  30780. exports.MOUSE = MOUSE;
  30781. exports.Material = Material;
  30782. exports.MaterialLoader = MaterialLoader;
  30783. exports.Math = MathUtils;
  30784. exports.MathUtils = MathUtils;
  30785. exports.Matrix3 = Matrix3;
  30786. exports.Matrix4 = Matrix4;
  30787. exports.MaxEquation = MaxEquation;
  30788. exports.Mesh = Mesh;
  30789. exports.MeshBasicMaterial = MeshBasicMaterial;
  30790. exports.MeshDepthMaterial = MeshDepthMaterial;
  30791. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30792. exports.MeshFaceMaterial = MeshFaceMaterial;
  30793. exports.MeshLambertMaterial = MeshLambertMaterial;
  30794. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30795. exports.MeshNormalMaterial = MeshNormalMaterial;
  30796. exports.MeshPhongMaterial = MeshPhongMaterial;
  30797. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30798. exports.MeshStandardMaterial = MeshStandardMaterial;
  30799. exports.MeshToonMaterial = MeshToonMaterial;
  30800. exports.MinEquation = MinEquation;
  30801. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30802. exports.MixOperation = MixOperation;
  30803. exports.MultiMaterial = MultiMaterial;
  30804. exports.MultiplyBlending = MultiplyBlending;
  30805. exports.MultiplyOperation = MultiplyOperation;
  30806. exports.NearestFilter = NearestFilter;
  30807. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30808. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30809. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30810. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30811. exports.NeverDepth = NeverDepth;
  30812. exports.NeverStencilFunc = NeverStencilFunc;
  30813. exports.NoBlending = NoBlending;
  30814. exports.NoColors = NoColors;
  30815. exports.NoToneMapping = NoToneMapping;
  30816. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  30817. exports.NormalBlending = NormalBlending;
  30818. exports.NotEqualDepth = NotEqualDepth;
  30819. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30820. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30821. exports.Object3D = Object3D;
  30822. exports.ObjectLoader = ObjectLoader;
  30823. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30824. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30825. exports.OctahedronGeometry = OctahedronGeometry;
  30826. exports.OneFactor = OneFactor;
  30827. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30828. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30829. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30830. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30831. exports.OrthographicCamera = OrthographicCamera;
  30832. exports.PCFShadowMap = PCFShadowMap;
  30833. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30834. exports.PMREMGenerator = PMREMGenerator;
  30835. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30836. exports.ParametricGeometry = ParametricGeometry;
  30837. exports.Particle = Particle;
  30838. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30839. exports.ParticleSystem = ParticleSystem;
  30840. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30841. exports.Path = Path;
  30842. exports.PerspectiveCamera = PerspectiveCamera;
  30843. exports.Plane = Plane;
  30844. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30845. exports.PlaneGeometry = PlaneGeometry;
  30846. exports.PlaneHelper = PlaneHelper;
  30847. exports.PointCloud = PointCloud;
  30848. exports.PointCloudMaterial = PointCloudMaterial;
  30849. exports.PointLight = PointLight;
  30850. exports.PointLightHelper = PointLightHelper;
  30851. exports.Points = Points;
  30852. exports.PointsMaterial = PointsMaterial;
  30853. exports.PolarGridHelper = PolarGridHelper;
  30854. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30855. exports.PolyhedronGeometry = PolyhedronGeometry;
  30856. exports.PositionalAudio = PositionalAudio;
  30857. exports.PropertyBinding = PropertyBinding;
  30858. exports.PropertyMixer = PropertyMixer;
  30859. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30860. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30861. exports.Quaternion = Quaternion;
  30862. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30863. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30864. exports.REVISION = REVISION;
  30865. exports.RGBADepthPacking = RGBADepthPacking;
  30866. exports.RGBAFormat = RGBAFormat;
  30867. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30868. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30869. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30870. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30871. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30872. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30873. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30874. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30875. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30876. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30877. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30878. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30879. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30880. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30881. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30882. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30883. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30884. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30885. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30886. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30887. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30888. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30889. exports.RGBDEncoding = RGBDEncoding;
  30890. exports.RGBEEncoding = RGBEEncoding;
  30891. exports.RGBEFormat = RGBEFormat;
  30892. exports.RGBFormat = RGBFormat;
  30893. exports.RGBIntegerFormat = RGBIntegerFormat;
  30894. exports.RGBM16Encoding = RGBM16Encoding;
  30895. exports.RGBM7Encoding = RGBM7Encoding;
  30896. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30897. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30898. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30899. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30900. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30901. exports.RGFormat = RGFormat;
  30902. exports.RGIntegerFormat = RGIntegerFormat;
  30903. exports.RawShaderMaterial = RawShaderMaterial;
  30904. exports.Ray = Ray;
  30905. exports.Raycaster = Raycaster;
  30906. exports.RectAreaLight = RectAreaLight;
  30907. exports.RedFormat = RedFormat;
  30908. exports.RedIntegerFormat = RedIntegerFormat;
  30909. exports.ReinhardToneMapping = ReinhardToneMapping;
  30910. exports.RepeatWrapping = RepeatWrapping;
  30911. exports.ReplaceStencilOp = ReplaceStencilOp;
  30912. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30913. exports.RingBufferGeometry = RingBufferGeometry;
  30914. exports.RingGeometry = RingGeometry;
  30915. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30916. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30917. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30918. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30919. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30920. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30921. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30922. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30923. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30924. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30925. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30926. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30927. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30928. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30929. exports.Scene = Scene;
  30930. exports.SceneUtils = SceneUtils;
  30931. exports.ShaderChunk = ShaderChunk;
  30932. exports.ShaderLib = ShaderLib;
  30933. exports.ShaderMaterial = ShaderMaterial;
  30934. exports.ShadowMaterial = ShadowMaterial;
  30935. exports.Shape = Shape;
  30936. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30937. exports.ShapeGeometry = ShapeGeometry;
  30938. exports.ShapePath = ShapePath;
  30939. exports.ShapeUtils = ShapeUtils;
  30940. exports.ShortType = ShortType;
  30941. exports.Skeleton = Skeleton;
  30942. exports.SkeletonHelper = SkeletonHelper;
  30943. exports.SkinnedMesh = SkinnedMesh;
  30944. exports.SmoothShading = SmoothShading;
  30945. exports.Sphere = Sphere;
  30946. exports.SphereBufferGeometry = SphereBufferGeometry;
  30947. exports.SphereGeometry = SphereGeometry;
  30948. exports.Spherical = Spherical;
  30949. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30950. exports.Spline = Spline;
  30951. exports.SplineCurve = SplineCurve;
  30952. exports.SplineCurve3 = SplineCurve3;
  30953. exports.SpotLight = SpotLight;
  30954. exports.SpotLightHelper = SpotLightHelper;
  30955. exports.SpotLightShadow = SpotLightShadow;
  30956. exports.Sprite = Sprite;
  30957. exports.SpriteMaterial = SpriteMaterial;
  30958. exports.SrcAlphaFactor = SrcAlphaFactor;
  30959. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30960. exports.SrcColorFactor = SrcColorFactor;
  30961. exports.StaticCopyUsage = StaticCopyUsage;
  30962. exports.StaticDrawUsage = StaticDrawUsage;
  30963. exports.StaticReadUsage = StaticReadUsage;
  30964. exports.StereoCamera = StereoCamera;
  30965. exports.StreamCopyUsage = StreamCopyUsage;
  30966. exports.StreamDrawUsage = StreamDrawUsage;
  30967. exports.StreamReadUsage = StreamReadUsage;
  30968. exports.StringKeyframeTrack = StringKeyframeTrack;
  30969. exports.SubtractEquation = SubtractEquation;
  30970. exports.SubtractiveBlending = SubtractiveBlending;
  30971. exports.TOUCH = TOUCH;
  30972. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30973. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30974. exports.TetrahedronGeometry = TetrahedronGeometry;
  30975. exports.TextBufferGeometry = TextBufferGeometry;
  30976. exports.TextGeometry = TextGeometry;
  30977. exports.Texture = Texture;
  30978. exports.TextureLoader = TextureLoader;
  30979. exports.TorusBufferGeometry = TorusBufferGeometry;
  30980. exports.TorusGeometry = TorusGeometry;
  30981. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30982. exports.TorusKnotGeometry = TorusKnotGeometry;
  30983. exports.Triangle = Triangle;
  30984. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30985. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30986. exports.TrianglesDrawMode = TrianglesDrawMode;
  30987. exports.TubeBufferGeometry = TubeBufferGeometry;
  30988. exports.TubeGeometry = TubeGeometry;
  30989. exports.UVMapping = UVMapping;
  30990. exports.Uint16Attribute = Uint16Attribute;
  30991. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30992. exports.Uint32Attribute = Uint32Attribute;
  30993. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30994. exports.Uint8Attribute = Uint8Attribute;
  30995. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30996. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30997. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30998. exports.Uniform = Uniform;
  30999. exports.UniformsLib = UniformsLib;
  31000. exports.UniformsUtils = UniformsUtils;
  31001. exports.UnsignedByteType = UnsignedByteType;
  31002. exports.UnsignedInt248Type = UnsignedInt248Type;
  31003. exports.UnsignedIntType = UnsignedIntType;
  31004. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31005. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31006. exports.UnsignedShort565Type = UnsignedShort565Type;
  31007. exports.UnsignedShortType = UnsignedShortType;
  31008. exports.VSMShadowMap = VSMShadowMap;
  31009. exports.Vector2 = Vector2;
  31010. exports.Vector3 = Vector3;
  31011. exports.Vector4 = Vector4;
  31012. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31013. exports.Vertex = Vertex;
  31014. exports.VertexColors = VertexColors;
  31015. exports.VideoTexture = VideoTexture;
  31016. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31017. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31018. exports.WebGLRenderTarget = WebGLRenderTarget;
  31019. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31020. exports.WebGLRenderer = WebGLRenderer;
  31021. exports.WebGLUtils = WebGLUtils;
  31022. exports.WireframeGeometry = WireframeGeometry;
  31023. exports.WireframeHelper = WireframeHelper;
  31024. exports.WrapAroundEnding = WrapAroundEnding;
  31025. exports.XHRLoader = XHRLoader;
  31026. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31027. exports.ZeroFactor = ZeroFactor;
  31028. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31029. exports.ZeroStencilOp = ZeroStencilOp;
  31030. exports.sRGBEncoding = sRGBEncoding;
  31031. Object.defineProperty(exports, '__esModule', { value: true });
  31032. })));