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 = '111dev';
  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 NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  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 RGBA_ASTC_4x4_Format = 37808;
  166. var RGBA_ASTC_5x4_Format = 37809;
  167. var RGBA_ASTC_5x5_Format = 37810;
  168. var RGBA_ASTC_6x5_Format = 37811;
  169. var RGBA_ASTC_6x6_Format = 37812;
  170. var RGBA_ASTC_8x5_Format = 37813;
  171. var RGBA_ASTC_8x6_Format = 37814;
  172. var RGBA_ASTC_8x8_Format = 37815;
  173. var RGBA_ASTC_10x5_Format = 37816;
  174. var RGBA_ASTC_10x6_Format = 37817;
  175. var RGBA_ASTC_10x8_Format = 37818;
  176. var RGBA_ASTC_10x10_Format = 37819;
  177. var RGBA_ASTC_12x10_Format = 37820;
  178. var RGBA_ASTC_12x12_Format = 37821;
  179. var LoopOnce = 2200;
  180. var LoopRepeat = 2201;
  181. var LoopPingPong = 2202;
  182. var InterpolateDiscrete = 2300;
  183. var InterpolateLinear = 2301;
  184. var InterpolateSmooth = 2302;
  185. var ZeroCurvatureEnding = 2400;
  186. var ZeroSlopeEnding = 2401;
  187. var WrapAroundEnding = 2402;
  188. var TrianglesDrawMode = 0;
  189. var TriangleStripDrawMode = 1;
  190. var TriangleFanDrawMode = 2;
  191. var LinearEncoding = 3000;
  192. var sRGBEncoding = 3001;
  193. var GammaEncoding = 3007;
  194. var RGBEEncoding = 3002;
  195. var LogLuvEncoding = 3003;
  196. var RGBM7Encoding = 3004;
  197. var RGBM16Encoding = 3005;
  198. var RGBDEncoding = 3006;
  199. var BasicDepthPacking = 3200;
  200. var RGBADepthPacking = 3201;
  201. var TangentSpaceNormalMap = 0;
  202. var ObjectSpaceNormalMap = 1;
  203. var ZeroStencilOp = 0;
  204. var KeepStencilOp = 7680;
  205. var ReplaceStencilOp = 7681;
  206. var IncrementStencilOp = 7682;
  207. var DecrementStencilOp = 7683;
  208. var IncrementWrapStencilOp = 34055;
  209. var DecrementWrapStencilOp = 34056;
  210. var InvertStencilOp = 5386;
  211. var NeverStencilFunc = 512;
  212. var LessStencilFunc = 513;
  213. var EqualStencilFunc = 514;
  214. var LessEqualStencilFunc = 515;
  215. var GreaterStencilFunc = 516;
  216. var NotEqualStencilFunc = 517;
  217. var GreaterEqualStencilFunc = 518;
  218. var AlwaysStencilFunc = 519;
  219. var StaticDrawUsage = 35044;
  220. var DynamicDrawUsage = 35048;
  221. var StreamDrawUsage = 35040;
  222. var StaticReadUsage = 35045;
  223. var DynamicReadUsage = 35049;
  224. var StreamReadUsage = 35041;
  225. var StaticCopyUsage = 35046;
  226. var DynamicCopyUsage = 35050;
  227. var StreamCopyUsage = 35042;
  228. /**
  229. * https://github.com/mrdoob/eventdispatcher.js/
  230. */
  231. function EventDispatcher() {}
  232. Object.assign( EventDispatcher.prototype, {
  233. addEventListener: function ( type, listener ) {
  234. if ( this._listeners === undefined ) { this._listeners = {}; }
  235. var listeners = this._listeners;
  236. if ( listeners[ type ] === undefined ) {
  237. listeners[ type ] = [];
  238. }
  239. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  240. listeners[ type ].push( listener );
  241. }
  242. },
  243. hasEventListener: function ( type, listener ) {
  244. if ( this._listeners === undefined ) { return false; }
  245. var listeners = this._listeners;
  246. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  247. },
  248. removeEventListener: function ( type, listener ) {
  249. if ( this._listeners === undefined ) { return; }
  250. var listeners = this._listeners;
  251. var listenerArray = listeners[ type ];
  252. if ( listenerArray !== undefined ) {
  253. var index = listenerArray.indexOf( listener );
  254. if ( index !== - 1 ) {
  255. listenerArray.splice( index, 1 );
  256. }
  257. }
  258. },
  259. dispatchEvent: function ( event ) {
  260. if ( this._listeners === undefined ) { return; }
  261. var listeners = this._listeners;
  262. var listenerArray = listeners[ event.type ];
  263. if ( listenerArray !== undefined ) {
  264. event.target = this;
  265. var array = listenerArray.slice( 0 );
  266. for ( var i = 0, l = array.length; i < l; i ++ ) {
  267. array[ i ].call( this, event );
  268. }
  269. }
  270. }
  271. } );
  272. /**
  273. * @author alteredq / http://alteredqualia.com/
  274. * @author mrdoob / http://mrdoob.com/
  275. */
  276. var _lut = [];
  277. for ( var i = 0; i < 256; i ++ ) {
  278. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  279. }
  280. var _Math = {
  281. DEG2RAD: Math.PI / 180,
  282. RAD2DEG: 180 / Math.PI,
  283. generateUUID: function () {
  284. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  285. var d0 = Math.random() * 0xffffffff | 0;
  286. var d1 = Math.random() * 0xffffffff | 0;
  287. var d2 = Math.random() * 0xffffffff | 0;
  288. var d3 = Math.random() * 0xffffffff | 0;
  289. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  290. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  291. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  292. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  293. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  294. return uuid.toUpperCase();
  295. },
  296. clamp: function ( value, min, max ) {
  297. return Math.max( min, Math.min( max, value ) );
  298. },
  299. // compute euclidian modulo of m % n
  300. // https://en.wikipedia.org/wiki/Modulo_operation
  301. euclideanModulo: function ( n, m ) {
  302. return ( ( n % m ) + m ) % m;
  303. },
  304. // Linear mapping from range <a1, a2> to range <b1, b2>
  305. mapLinear: function ( x, a1, a2, b1, b2 ) {
  306. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  307. },
  308. // https://en.wikipedia.org/wiki/Linear_interpolation
  309. lerp: function ( x, y, t ) {
  310. return ( 1 - t ) * x + t * y;
  311. },
  312. // http://en.wikipedia.org/wiki/Smoothstep
  313. smoothstep: function ( x, min, max ) {
  314. if ( x <= min ) { return 0; }
  315. if ( x >= max ) { return 1; }
  316. x = ( x - min ) / ( max - min );
  317. return x * x * ( 3 - 2 * x );
  318. },
  319. smootherstep: function ( x, min, max ) {
  320. if ( x <= min ) { return 0; }
  321. if ( x >= max ) { return 1; }
  322. x = ( x - min ) / ( max - min );
  323. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  324. },
  325. // Random integer from <low, high> interval
  326. randInt: function ( low, high ) {
  327. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  328. },
  329. // Random float from <low, high> interval
  330. randFloat: function ( low, high ) {
  331. return low + Math.random() * ( high - low );
  332. },
  333. // Random float from <-range/2, range/2> interval
  334. randFloatSpread: function ( range ) {
  335. return range * ( 0.5 - Math.random() );
  336. },
  337. degToRad: function ( degrees ) {
  338. return degrees * _Math.DEG2RAD;
  339. },
  340. radToDeg: function ( radians ) {
  341. return radians * _Math.RAD2DEG;
  342. },
  343. isPowerOfTwo: function ( value ) {
  344. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  345. },
  346. ceilPowerOfTwo: function ( value ) {
  347. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  348. },
  349. floorPowerOfTwo: function ( value ) {
  350. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  351. }
  352. };
  353. /**
  354. * @author mrdoob / http://mrdoob.com/
  355. * @author philogb / http://blog.thejit.org/
  356. * @author egraether / http://egraether.com/
  357. * @author zz85 / http://www.lab4games.net/zz85/blog
  358. */
  359. function Vector2( x, y ) {
  360. this.x = x || 0;
  361. this.y = y || 0;
  362. }
  363. Object.defineProperties( Vector2.prototype, {
  364. "width": {
  365. get: function () {
  366. return this.x;
  367. },
  368. set: function ( value ) {
  369. this.x = value;
  370. }
  371. },
  372. "height": {
  373. get: function () {
  374. return this.y;
  375. },
  376. set: function ( value ) {
  377. this.y = value;
  378. }
  379. }
  380. } );
  381. Object.assign( Vector2.prototype, {
  382. isVector2: true,
  383. set: function ( x, y ) {
  384. this.x = x;
  385. this.y = y;
  386. return this;
  387. },
  388. setScalar: function ( scalar ) {
  389. this.x = scalar;
  390. this.y = scalar;
  391. return this;
  392. },
  393. setX: function ( x ) {
  394. this.x = x;
  395. return this;
  396. },
  397. setY: function ( y ) {
  398. this.y = y;
  399. return this;
  400. },
  401. setComponent: function ( index, value ) {
  402. switch ( index ) {
  403. case 0: this.x = value; break;
  404. case 1: this.y = value; break;
  405. default: throw new Error( 'index is out of range: ' + index );
  406. }
  407. return this;
  408. },
  409. getComponent: function ( index ) {
  410. switch ( index ) {
  411. case 0: return this.x;
  412. case 1: return this.y;
  413. default: throw new Error( 'index is out of range: ' + index );
  414. }
  415. },
  416. clone: function () {
  417. return new this.constructor( this.x, this.y );
  418. },
  419. copy: function ( v ) {
  420. this.x = v.x;
  421. this.y = v.y;
  422. return this;
  423. },
  424. add: function ( v, w ) {
  425. if ( w !== undefined ) {
  426. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  427. return this.addVectors( v, w );
  428. }
  429. this.x += v.x;
  430. this.y += v.y;
  431. return this;
  432. },
  433. addScalar: function ( s ) {
  434. this.x += s;
  435. this.y += s;
  436. return this;
  437. },
  438. addVectors: function ( a, b ) {
  439. this.x = a.x + b.x;
  440. this.y = a.y + b.y;
  441. return this;
  442. },
  443. addScaledVector: function ( v, s ) {
  444. this.x += v.x * s;
  445. this.y += v.y * s;
  446. return this;
  447. },
  448. sub: function ( v, w ) {
  449. if ( w !== undefined ) {
  450. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  451. return this.subVectors( v, w );
  452. }
  453. this.x -= v.x;
  454. this.y -= v.y;
  455. return this;
  456. },
  457. subScalar: function ( s ) {
  458. this.x -= s;
  459. this.y -= s;
  460. return this;
  461. },
  462. subVectors: function ( a, b ) {
  463. this.x = a.x - b.x;
  464. this.y = a.y - b.y;
  465. return this;
  466. },
  467. multiply: function ( v ) {
  468. this.x *= v.x;
  469. this.y *= v.y;
  470. return this;
  471. },
  472. multiplyScalar: function ( scalar ) {
  473. this.x *= scalar;
  474. this.y *= scalar;
  475. return this;
  476. },
  477. divide: function ( v ) {
  478. this.x /= v.x;
  479. this.y /= v.y;
  480. return this;
  481. },
  482. divideScalar: function ( scalar ) {
  483. return this.multiplyScalar( 1 / scalar );
  484. },
  485. applyMatrix3: function ( m ) {
  486. var x = this.x, y = this.y;
  487. var e = m.elements;
  488. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  489. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  490. return this;
  491. },
  492. min: function ( v ) {
  493. this.x = Math.min( this.x, v.x );
  494. this.y = Math.min( this.y, v.y );
  495. return this;
  496. },
  497. max: function ( v ) {
  498. this.x = Math.max( this.x, v.x );
  499. this.y = Math.max( this.y, v.y );
  500. return this;
  501. },
  502. clamp: function ( min, max ) {
  503. // assumes min < max, componentwise
  504. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  505. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  506. return this;
  507. },
  508. clampScalar: function ( minVal, maxVal ) {
  509. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  510. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  511. return this;
  512. },
  513. clampLength: function ( min, max ) {
  514. var length = this.length();
  515. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  516. },
  517. floor: function () {
  518. this.x = Math.floor( this.x );
  519. this.y = Math.floor( this.y );
  520. return this;
  521. },
  522. ceil: function () {
  523. this.x = Math.ceil( this.x );
  524. this.y = Math.ceil( this.y );
  525. return this;
  526. },
  527. round: function () {
  528. this.x = Math.round( this.x );
  529. this.y = Math.round( this.y );
  530. return this;
  531. },
  532. roundToZero: function () {
  533. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  534. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  535. return this;
  536. },
  537. negate: function () {
  538. this.x = - this.x;
  539. this.y = - this.y;
  540. return this;
  541. },
  542. dot: function ( v ) {
  543. return this.x * v.x + this.y * v.y;
  544. },
  545. cross: function ( v ) {
  546. return this.x * v.y - this.y * v.x;
  547. },
  548. lengthSq: function () {
  549. return this.x * this.x + this.y * this.y;
  550. },
  551. length: function () {
  552. return Math.sqrt( this.x * this.x + this.y * this.y );
  553. },
  554. manhattanLength: function () {
  555. return Math.abs( this.x ) + Math.abs( this.y );
  556. },
  557. normalize: function () {
  558. return this.divideScalar( this.length() || 1 );
  559. },
  560. angle: function () {
  561. // computes the angle in radians with respect to the positive x-axis
  562. var angle = Math.atan2( this.y, this.x );
  563. if ( angle < 0 ) { angle += 2 * Math.PI; }
  564. return angle;
  565. },
  566. distanceTo: function ( v ) {
  567. return Math.sqrt( this.distanceToSquared( v ) );
  568. },
  569. distanceToSquared: function ( v ) {
  570. var dx = this.x - v.x, dy = this.y - v.y;
  571. return dx * dx + dy * dy;
  572. },
  573. manhattanDistanceTo: function ( v ) {
  574. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  575. },
  576. setLength: function ( length ) {
  577. return this.normalize().multiplyScalar( length );
  578. },
  579. lerp: function ( v, alpha ) {
  580. this.x += ( v.x - this.x ) * alpha;
  581. this.y += ( v.y - this.y ) * alpha;
  582. return this;
  583. },
  584. lerpVectors: function ( v1, v2, alpha ) {
  585. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  586. },
  587. equals: function ( v ) {
  588. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  589. },
  590. fromArray: function ( array, offset ) {
  591. if ( offset === undefined ) { offset = 0; }
  592. this.x = array[ offset ];
  593. this.y = array[ offset + 1 ];
  594. return this;
  595. },
  596. toArray: function ( array, offset ) {
  597. if ( array === undefined ) { array = []; }
  598. if ( offset === undefined ) { offset = 0; }
  599. array[ offset ] = this.x;
  600. array[ offset + 1 ] = this.y;
  601. return array;
  602. },
  603. fromBufferAttribute: function ( attribute, index, offset ) {
  604. if ( offset !== undefined ) {
  605. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  606. }
  607. this.x = attribute.getX( index );
  608. this.y = attribute.getY( index );
  609. return this;
  610. },
  611. rotateAround: function ( center, angle ) {
  612. var c = Math.cos( angle ), s = Math.sin( angle );
  613. var x = this.x - center.x;
  614. var y = this.y - center.y;
  615. this.x = x * c - y * s + center.x;
  616. this.y = x * s + y * c + center.y;
  617. return this;
  618. }
  619. } );
  620. /**
  621. * @author mikael emtinger / http://gomo.se/
  622. * @author alteredq / http://alteredqualia.com/
  623. * @author WestLangley / http://github.com/WestLangley
  624. * @author bhouston / http://clara.io
  625. */
  626. function Quaternion( x, y, z, w ) {
  627. this._x = x || 0;
  628. this._y = y || 0;
  629. this._z = z || 0;
  630. this._w = ( w !== undefined ) ? w : 1;
  631. }
  632. Object.assign( Quaternion, {
  633. slerp: function ( qa, qb, qm, t ) {
  634. return qm.copy( qa ).slerp( qb, t );
  635. },
  636. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  637. // fuzz-free, array-based Quaternion SLERP operation
  638. var x0 = src0[ srcOffset0 + 0 ],
  639. y0 = src0[ srcOffset0 + 1 ],
  640. z0 = src0[ srcOffset0 + 2 ],
  641. w0 = src0[ srcOffset0 + 3 ],
  642. x1 = src1[ srcOffset1 + 0 ],
  643. y1 = src1[ srcOffset1 + 1 ],
  644. z1 = src1[ srcOffset1 + 2 ],
  645. w1 = src1[ srcOffset1 + 3 ];
  646. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  647. var s = 1 - t,
  648. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  649. dir = ( cos >= 0 ? 1 : - 1 ),
  650. sqrSin = 1 - cos * cos;
  651. // Skip the Slerp for tiny steps to avoid numeric problems:
  652. if ( sqrSin > Number.EPSILON ) {
  653. var sin = Math.sqrt( sqrSin ),
  654. len = Math.atan2( sin, cos * dir );
  655. s = Math.sin( s * len ) / sin;
  656. t = Math.sin( t * len ) / sin;
  657. }
  658. var tDir = t * dir;
  659. x0 = x0 * s + x1 * tDir;
  660. y0 = y0 * s + y1 * tDir;
  661. z0 = z0 * s + z1 * tDir;
  662. w0 = w0 * s + w1 * tDir;
  663. // Normalize in case we just did a lerp:
  664. if ( s === 1 - t ) {
  665. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  666. x0 *= f;
  667. y0 *= f;
  668. z0 *= f;
  669. w0 *= f;
  670. }
  671. }
  672. dst[ dstOffset ] = x0;
  673. dst[ dstOffset + 1 ] = y0;
  674. dst[ dstOffset + 2 ] = z0;
  675. dst[ dstOffset + 3 ] = w0;
  676. }
  677. } );
  678. Object.defineProperties( Quaternion.prototype, {
  679. x: {
  680. get: function () {
  681. return this._x;
  682. },
  683. set: function ( value ) {
  684. this._x = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. y: {
  689. get: function () {
  690. return this._y;
  691. },
  692. set: function ( value ) {
  693. this._y = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. z: {
  698. get: function () {
  699. return this._z;
  700. },
  701. set: function ( value ) {
  702. this._z = value;
  703. this._onChangeCallback();
  704. }
  705. },
  706. w: {
  707. get: function () {
  708. return this._w;
  709. },
  710. set: function ( value ) {
  711. this._w = value;
  712. this._onChangeCallback();
  713. }
  714. }
  715. } );
  716. Object.assign( Quaternion.prototype, {
  717. isQuaternion: true,
  718. set: function ( x, y, z, w ) {
  719. this._x = x;
  720. this._y = y;
  721. this._z = z;
  722. this._w = w;
  723. this._onChangeCallback();
  724. return this;
  725. },
  726. clone: function () {
  727. return new this.constructor( this._x, this._y, this._z, this._w );
  728. },
  729. copy: function ( quaternion ) {
  730. this._x = quaternion.x;
  731. this._y = quaternion.y;
  732. this._z = quaternion.z;
  733. this._w = quaternion.w;
  734. this._onChangeCallback();
  735. return this;
  736. },
  737. setFromEuler: function ( euler, update ) {
  738. if ( ! ( euler && euler.isEuler ) ) {
  739. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  740. }
  741. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  742. // http://www.mathworks.com/matlabcentral/fileexchange/
  743. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  744. // content/SpinCalc.m
  745. var cos = Math.cos;
  746. var sin = Math.sin;
  747. var c1 = cos( x / 2 );
  748. var c2 = cos( y / 2 );
  749. var c3 = cos( z / 2 );
  750. var s1 = sin( x / 2 );
  751. var s2 = sin( y / 2 );
  752. var s3 = sin( z / 2 );
  753. if ( order === 'XYZ' ) {
  754. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  755. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  756. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  757. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  758. } else if ( order === 'YXZ' ) {
  759. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  760. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  761. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  762. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  763. } else if ( order === 'ZXY' ) {
  764. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  765. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  766. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  768. } else if ( order === 'ZYX' ) {
  769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  770. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  771. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  772. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  773. } else if ( order === 'YZX' ) {
  774. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  775. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  776. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  777. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  778. } else if ( order === 'XZY' ) {
  779. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  780. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  781. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  782. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  783. }
  784. if ( update !== false ) { this._onChangeCallback(); }
  785. return this;
  786. },
  787. setFromAxisAngle: function ( axis, angle ) {
  788. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  789. // assumes axis is normalized
  790. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  791. this._x = axis.x * s;
  792. this._y = axis.y * s;
  793. this._z = axis.z * s;
  794. this._w = Math.cos( halfAngle );
  795. this._onChangeCallback();
  796. return this;
  797. },
  798. setFromRotationMatrix: function ( m ) {
  799. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  800. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  801. var te = m.elements,
  802. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  803. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  804. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  805. trace = m11 + m22 + m33,
  806. s;
  807. if ( trace > 0 ) {
  808. s = 0.5 / Math.sqrt( trace + 1.0 );
  809. this._w = 0.25 / s;
  810. this._x = ( m32 - m23 ) * s;
  811. this._y = ( m13 - m31 ) * s;
  812. this._z = ( m21 - m12 ) * s;
  813. } else if ( m11 > m22 && m11 > m33 ) {
  814. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  815. this._w = ( m32 - m23 ) / s;
  816. this._x = 0.25 * s;
  817. this._y = ( m12 + m21 ) / s;
  818. this._z = ( m13 + m31 ) / s;
  819. } else if ( m22 > m33 ) {
  820. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  821. this._w = ( m13 - m31 ) / s;
  822. this._x = ( m12 + m21 ) / s;
  823. this._y = 0.25 * s;
  824. this._z = ( m23 + m32 ) / s;
  825. } else {
  826. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  827. this._w = ( m21 - m12 ) / s;
  828. this._x = ( m13 + m31 ) / s;
  829. this._y = ( m23 + m32 ) / s;
  830. this._z = 0.25 * s;
  831. }
  832. this._onChangeCallback();
  833. return this;
  834. },
  835. setFromUnitVectors: function ( vFrom, vTo ) {
  836. // assumes direction vectors vFrom and vTo are normalized
  837. var EPS = 0.000001;
  838. var r = vFrom.dot( vTo ) + 1;
  839. if ( r < EPS ) {
  840. r = 0;
  841. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  842. this._x = - vFrom.y;
  843. this._y = vFrom.x;
  844. this._z = 0;
  845. this._w = r;
  846. } else {
  847. this._x = 0;
  848. this._y = - vFrom.z;
  849. this._z = vFrom.y;
  850. this._w = r;
  851. }
  852. } else {
  853. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  854. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  855. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  856. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  857. this._w = r;
  858. }
  859. return this.normalize();
  860. },
  861. angleTo: function ( q ) {
  862. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  863. },
  864. rotateTowards: function ( q, step ) {
  865. var angle = this.angleTo( q );
  866. if ( angle === 0 ) { return this; }
  867. var t = Math.min( 1, step / angle );
  868. this.slerp( q, t );
  869. return this;
  870. },
  871. inverse: function () {
  872. // quaternion is assumed to have unit length
  873. return this.conjugate();
  874. },
  875. conjugate: function () {
  876. this._x *= - 1;
  877. this._y *= - 1;
  878. this._z *= - 1;
  879. this._onChangeCallback();
  880. return this;
  881. },
  882. dot: function ( v ) {
  883. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  884. },
  885. lengthSq: function () {
  886. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  887. },
  888. length: function () {
  889. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  890. },
  891. normalize: function () {
  892. var l = this.length();
  893. if ( l === 0 ) {
  894. this._x = 0;
  895. this._y = 0;
  896. this._z = 0;
  897. this._w = 1;
  898. } else {
  899. l = 1 / l;
  900. this._x = this._x * l;
  901. this._y = this._y * l;
  902. this._z = this._z * l;
  903. this._w = this._w * l;
  904. }
  905. this._onChangeCallback();
  906. return this;
  907. },
  908. multiply: function ( q, p ) {
  909. if ( p !== undefined ) {
  910. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  911. return this.multiplyQuaternions( q, p );
  912. }
  913. return this.multiplyQuaternions( this, q );
  914. },
  915. premultiply: function ( q ) {
  916. return this.multiplyQuaternions( q, this );
  917. },
  918. multiplyQuaternions: function ( a, b ) {
  919. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  920. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  921. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  922. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  923. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  924. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  925. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  926. this._onChangeCallback();
  927. return this;
  928. },
  929. slerp: function ( qb, t ) {
  930. if ( t === 0 ) { return this; }
  931. if ( t === 1 ) { return this.copy( qb ); }
  932. var x = this._x, y = this._y, z = this._z, w = this._w;
  933. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  934. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  935. if ( cosHalfTheta < 0 ) {
  936. this._w = - qb._w;
  937. this._x = - qb._x;
  938. this._y = - qb._y;
  939. this._z = - qb._z;
  940. cosHalfTheta = - cosHalfTheta;
  941. } else {
  942. this.copy( qb );
  943. }
  944. if ( cosHalfTheta >= 1.0 ) {
  945. this._w = w;
  946. this._x = x;
  947. this._y = y;
  948. this._z = z;
  949. return this;
  950. }
  951. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  952. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  953. var s = 1 - t;
  954. this._w = s * w + t * this._w;
  955. this._x = s * x + t * this._x;
  956. this._y = s * y + t * this._y;
  957. this._z = s * z + t * this._z;
  958. this.normalize();
  959. this._onChangeCallback();
  960. return this;
  961. }
  962. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  963. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  964. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  965. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  966. this._w = ( w * ratioA + this._w * ratioB );
  967. this._x = ( x * ratioA + this._x * ratioB );
  968. this._y = ( y * ratioA + this._y * ratioB );
  969. this._z = ( z * ratioA + this._z * ratioB );
  970. this._onChangeCallback();
  971. return this;
  972. },
  973. equals: function ( quaternion ) {
  974. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  975. },
  976. fromArray: function ( array, offset ) {
  977. if ( offset === undefined ) { offset = 0; }
  978. this._x = array[ offset ];
  979. this._y = array[ offset + 1 ];
  980. this._z = array[ offset + 2 ];
  981. this._w = array[ offset + 3 ];
  982. this._onChangeCallback();
  983. return this;
  984. },
  985. toArray: function ( array, offset ) {
  986. if ( array === undefined ) { array = []; }
  987. if ( offset === undefined ) { offset = 0; }
  988. array[ offset ] = this._x;
  989. array[ offset + 1 ] = this._y;
  990. array[ offset + 2 ] = this._z;
  991. array[ offset + 3 ] = this._w;
  992. return array;
  993. },
  994. _onChange: function ( callback ) {
  995. this._onChangeCallback = callback;
  996. return this;
  997. },
  998. _onChangeCallback: function () {}
  999. } );
  1000. /**
  1001. * @author mrdoob / http://mrdoob.com/
  1002. * @author kile / http://kile.stravaganza.org/
  1003. * @author philogb / http://blog.thejit.org/
  1004. * @author mikael emtinger / http://gomo.se/
  1005. * @author egraether / http://egraether.com/
  1006. * @author WestLangley / http://github.com/WestLangley
  1007. */
  1008. var _vector = new Vector3();
  1009. var _quaternion = new Quaternion();
  1010. function Vector3( x, y, z ) {
  1011. this.x = x || 0;
  1012. this.y = y || 0;
  1013. this.z = z || 0;
  1014. }
  1015. Object.assign( Vector3.prototype, {
  1016. isVector3: true,
  1017. set: function ( x, y, z ) {
  1018. this.x = x;
  1019. this.y = y;
  1020. this.z = z;
  1021. return this;
  1022. },
  1023. setScalar: function ( scalar ) {
  1024. this.x = scalar;
  1025. this.y = scalar;
  1026. this.z = scalar;
  1027. return this;
  1028. },
  1029. setX: function ( x ) {
  1030. this.x = x;
  1031. return this;
  1032. },
  1033. setY: function ( y ) {
  1034. this.y = y;
  1035. return this;
  1036. },
  1037. setZ: function ( z ) {
  1038. this.z = z;
  1039. return this;
  1040. },
  1041. setComponent: function ( index, value ) {
  1042. switch ( index ) {
  1043. case 0: this.x = value; break;
  1044. case 1: this.y = value; break;
  1045. case 2: this.z = value; break;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. return this;
  1049. },
  1050. getComponent: function ( index ) {
  1051. switch ( index ) {
  1052. case 0: return this.x;
  1053. case 1: return this.y;
  1054. case 2: return this.z;
  1055. default: throw new Error( 'index is out of range: ' + index );
  1056. }
  1057. },
  1058. clone: function () {
  1059. return new this.constructor( this.x, this.y, this.z );
  1060. },
  1061. copy: function ( v ) {
  1062. this.x = v.x;
  1063. this.y = v.y;
  1064. this.z = v.z;
  1065. return this;
  1066. },
  1067. add: function ( v, w ) {
  1068. if ( w !== undefined ) {
  1069. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1070. return this.addVectors( v, w );
  1071. }
  1072. this.x += v.x;
  1073. this.y += v.y;
  1074. this.z += v.z;
  1075. return this;
  1076. },
  1077. addScalar: function ( s ) {
  1078. this.x += s;
  1079. this.y += s;
  1080. this.z += s;
  1081. return this;
  1082. },
  1083. addVectors: function ( a, b ) {
  1084. this.x = a.x + b.x;
  1085. this.y = a.y + b.y;
  1086. this.z = a.z + b.z;
  1087. return this;
  1088. },
  1089. addScaledVector: function ( v, s ) {
  1090. this.x += v.x * s;
  1091. this.y += v.y * s;
  1092. this.z += v.z * s;
  1093. return this;
  1094. },
  1095. sub: function ( v, w ) {
  1096. if ( w !== undefined ) {
  1097. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1098. return this.subVectors( v, w );
  1099. }
  1100. this.x -= v.x;
  1101. this.y -= v.y;
  1102. this.z -= v.z;
  1103. return this;
  1104. },
  1105. subScalar: function ( s ) {
  1106. this.x -= s;
  1107. this.y -= s;
  1108. this.z -= s;
  1109. return this;
  1110. },
  1111. subVectors: function ( a, b ) {
  1112. this.x = a.x - b.x;
  1113. this.y = a.y - b.y;
  1114. this.z = a.z - b.z;
  1115. return this;
  1116. },
  1117. multiply: function ( v, w ) {
  1118. if ( w !== undefined ) {
  1119. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1120. return this.multiplyVectors( v, w );
  1121. }
  1122. this.x *= v.x;
  1123. this.y *= v.y;
  1124. this.z *= v.z;
  1125. return this;
  1126. },
  1127. multiplyScalar: function ( scalar ) {
  1128. this.x *= scalar;
  1129. this.y *= scalar;
  1130. this.z *= scalar;
  1131. return this;
  1132. },
  1133. multiplyVectors: function ( a, b ) {
  1134. this.x = a.x * b.x;
  1135. this.y = a.y * b.y;
  1136. this.z = a.z * b.z;
  1137. return this;
  1138. },
  1139. applyEuler: function ( euler ) {
  1140. if ( ! ( euler && euler.isEuler ) ) {
  1141. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1142. }
  1143. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1144. },
  1145. applyAxisAngle: function ( axis, angle ) {
  1146. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1147. },
  1148. applyMatrix3: function ( m ) {
  1149. var x = this.x, y = this.y, z = this.z;
  1150. var e = m.elements;
  1151. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1152. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1153. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1154. return this;
  1155. },
  1156. applyNormalMatrix: function ( m ) {
  1157. return this.applyMatrix3( m ).normalize();
  1158. },
  1159. applyMatrix4: function ( m ) {
  1160. var x = this.x, y = this.y, z = this.z;
  1161. var e = m.elements;
  1162. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1163. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1164. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1165. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1166. return this;
  1167. },
  1168. applyQuaternion: function ( q ) {
  1169. var x = this.x, y = this.y, z = this.z;
  1170. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1171. // calculate quat * vector
  1172. var ix = qw * x + qy * z - qz * y;
  1173. var iy = qw * y + qz * x - qx * z;
  1174. var iz = qw * z + qx * y - qy * x;
  1175. var iw = - qx * x - qy * y - qz * z;
  1176. // calculate result * inverse quat
  1177. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1178. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1179. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1180. return this;
  1181. },
  1182. project: function ( camera ) {
  1183. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1184. },
  1185. unproject: function ( camera ) {
  1186. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1187. },
  1188. transformDirection: function ( m ) {
  1189. // input: THREE.Matrix4 affine matrix
  1190. // vector interpreted as a direction
  1191. var x = this.x, y = this.y, z = this.z;
  1192. var e = m.elements;
  1193. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1194. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1195. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1196. return this.normalize();
  1197. },
  1198. divide: function ( v ) {
  1199. this.x /= v.x;
  1200. this.y /= v.y;
  1201. this.z /= v.z;
  1202. return this;
  1203. },
  1204. divideScalar: function ( scalar ) {
  1205. return this.multiplyScalar( 1 / scalar );
  1206. },
  1207. min: function ( v ) {
  1208. this.x = Math.min( this.x, v.x );
  1209. this.y = Math.min( this.y, v.y );
  1210. this.z = Math.min( this.z, v.z );
  1211. return this;
  1212. },
  1213. max: function ( v ) {
  1214. this.x = Math.max( this.x, v.x );
  1215. this.y = Math.max( this.y, v.y );
  1216. this.z = Math.max( this.z, v.z );
  1217. return this;
  1218. },
  1219. clamp: function ( min, max ) {
  1220. // assumes min < max, componentwise
  1221. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1222. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1223. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1224. return this;
  1225. },
  1226. clampScalar: function ( minVal, maxVal ) {
  1227. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1228. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1229. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1230. return this;
  1231. },
  1232. clampLength: function ( min, max ) {
  1233. var length = this.length();
  1234. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1235. },
  1236. floor: function () {
  1237. this.x = Math.floor( this.x );
  1238. this.y = Math.floor( this.y );
  1239. this.z = Math.floor( this.z );
  1240. return this;
  1241. },
  1242. ceil: function () {
  1243. this.x = Math.ceil( this.x );
  1244. this.y = Math.ceil( this.y );
  1245. this.z = Math.ceil( this.z );
  1246. return this;
  1247. },
  1248. round: function () {
  1249. this.x = Math.round( this.x );
  1250. this.y = Math.round( this.y );
  1251. this.z = Math.round( this.z );
  1252. return this;
  1253. },
  1254. roundToZero: function () {
  1255. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1256. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1257. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1258. return this;
  1259. },
  1260. negate: function () {
  1261. this.x = - this.x;
  1262. this.y = - this.y;
  1263. this.z = - this.z;
  1264. return this;
  1265. },
  1266. dot: function ( v ) {
  1267. return this.x * v.x + this.y * v.y + this.z * v.z;
  1268. },
  1269. // TODO lengthSquared?
  1270. lengthSq: function () {
  1271. return this.x * this.x + this.y * this.y + this.z * this.z;
  1272. },
  1273. length: function () {
  1274. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1275. },
  1276. manhattanLength: function () {
  1277. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1278. },
  1279. normalize: function () {
  1280. return this.divideScalar( this.length() || 1 );
  1281. },
  1282. setLength: function ( length ) {
  1283. return this.normalize().multiplyScalar( length );
  1284. },
  1285. lerp: function ( v, alpha ) {
  1286. this.x += ( v.x - this.x ) * alpha;
  1287. this.y += ( v.y - this.y ) * alpha;
  1288. this.z += ( v.z - this.z ) * alpha;
  1289. return this;
  1290. },
  1291. lerpVectors: function ( v1, v2, alpha ) {
  1292. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1293. },
  1294. cross: function ( v, w ) {
  1295. if ( w !== undefined ) {
  1296. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1297. return this.crossVectors( v, w );
  1298. }
  1299. return this.crossVectors( this, v );
  1300. },
  1301. crossVectors: function ( a, b ) {
  1302. var ax = a.x, ay = a.y, az = a.z;
  1303. var bx = b.x, by = b.y, bz = b.z;
  1304. this.x = ay * bz - az * by;
  1305. this.y = az * bx - ax * bz;
  1306. this.z = ax * by - ay * bx;
  1307. return this;
  1308. },
  1309. projectOnVector: function ( v ) {
  1310. // v cannot be the zero v
  1311. var scalar = v.dot( this ) / v.lengthSq();
  1312. return this.copy( v ).multiplyScalar( scalar );
  1313. },
  1314. projectOnPlane: function ( planeNormal ) {
  1315. _vector.copy( this ).projectOnVector( planeNormal );
  1316. return this.sub( _vector );
  1317. },
  1318. reflect: function ( normal ) {
  1319. // reflect incident vector off plane orthogonal to normal
  1320. // normal is assumed to have unit length
  1321. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1322. },
  1323. angleTo: function ( v ) {
  1324. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1325. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1326. var theta = this.dot( v ) / denominator;
  1327. // clamp, to handle numerical problems
  1328. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1329. },
  1330. distanceTo: function ( v ) {
  1331. return Math.sqrt( this.distanceToSquared( v ) );
  1332. },
  1333. distanceToSquared: function ( v ) {
  1334. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1335. return dx * dx + dy * dy + dz * dz;
  1336. },
  1337. manhattanDistanceTo: function ( v ) {
  1338. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1339. },
  1340. setFromSpherical: function ( s ) {
  1341. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1342. },
  1343. setFromSphericalCoords: function ( radius, phi, theta ) {
  1344. var sinPhiRadius = Math.sin( phi ) * radius;
  1345. this.x = sinPhiRadius * Math.sin( theta );
  1346. this.y = Math.cos( phi ) * radius;
  1347. this.z = sinPhiRadius * Math.cos( theta );
  1348. return this;
  1349. },
  1350. setFromCylindrical: function ( c ) {
  1351. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1352. },
  1353. setFromCylindricalCoords: function ( radius, theta, y ) {
  1354. this.x = radius * Math.sin( theta );
  1355. this.y = y;
  1356. this.z = radius * Math.cos( theta );
  1357. return this;
  1358. },
  1359. setFromMatrixPosition: function ( m ) {
  1360. var e = m.elements;
  1361. this.x = e[ 12 ];
  1362. this.y = e[ 13 ];
  1363. this.z = e[ 14 ];
  1364. return this;
  1365. },
  1366. setFromMatrixScale: function ( m ) {
  1367. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1368. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1369. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1370. this.x = sx;
  1371. this.y = sy;
  1372. this.z = sz;
  1373. return this;
  1374. },
  1375. setFromMatrixColumn: function ( m, index ) {
  1376. return this.fromArray( m.elements, index * 4 );
  1377. },
  1378. equals: function ( v ) {
  1379. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1380. },
  1381. fromArray: function ( array, offset ) {
  1382. if ( offset === undefined ) { offset = 0; }
  1383. this.x = array[ offset ];
  1384. this.y = array[ offset + 1 ];
  1385. this.z = array[ offset + 2 ];
  1386. return this;
  1387. },
  1388. toArray: function ( array, offset ) {
  1389. if ( array === undefined ) { array = []; }
  1390. if ( offset === undefined ) { offset = 0; }
  1391. array[ offset ] = this.x;
  1392. array[ offset + 1 ] = this.y;
  1393. array[ offset + 2 ] = this.z;
  1394. return array;
  1395. },
  1396. fromBufferAttribute: function ( attribute, index, offset ) {
  1397. if ( offset !== undefined ) {
  1398. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1399. }
  1400. this.x = attribute.getX( index );
  1401. this.y = attribute.getY( index );
  1402. this.z = attribute.getZ( index );
  1403. return this;
  1404. }
  1405. } );
  1406. /**
  1407. * @author alteredq / http://alteredqualia.com/
  1408. * @author WestLangley / http://github.com/WestLangley
  1409. * @author bhouston / http://clara.io
  1410. * @author tschw
  1411. */
  1412. var _vector$1 = new Vector3();
  1413. function Matrix3() {
  1414. this.elements = [
  1415. 1, 0, 0,
  1416. 0, 1, 0,
  1417. 0, 0, 1
  1418. ];
  1419. if ( arguments.length > 0 ) {
  1420. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1421. }
  1422. }
  1423. Object.assign( Matrix3.prototype, {
  1424. isMatrix3: true,
  1425. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1426. var te = this.elements;
  1427. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1428. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1429. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1430. return this;
  1431. },
  1432. identity: function () {
  1433. this.set(
  1434. 1, 0, 0,
  1435. 0, 1, 0,
  1436. 0, 0, 1
  1437. );
  1438. return this;
  1439. },
  1440. clone: function () {
  1441. return new this.constructor().fromArray( this.elements );
  1442. },
  1443. copy: function ( m ) {
  1444. var te = this.elements;
  1445. var me = m.elements;
  1446. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1447. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1448. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1449. return this;
  1450. },
  1451. setFromMatrix4: function ( m ) {
  1452. var me = m.elements;
  1453. this.set(
  1454. me[ 0 ], me[ 4 ], me[ 8 ],
  1455. me[ 1 ], me[ 5 ], me[ 9 ],
  1456. me[ 2 ], me[ 6 ], me[ 10 ]
  1457. );
  1458. return this;
  1459. },
  1460. applyToBufferAttribute: function ( attribute ) {
  1461. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1462. _vector$1.x = attribute.getX( i );
  1463. _vector$1.y = attribute.getY( i );
  1464. _vector$1.z = attribute.getZ( i );
  1465. _vector$1.applyMatrix3( this );
  1466. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1467. }
  1468. return attribute;
  1469. },
  1470. multiply: function ( m ) {
  1471. return this.multiplyMatrices( this, m );
  1472. },
  1473. premultiply: function ( m ) {
  1474. return this.multiplyMatrices( m, this );
  1475. },
  1476. multiplyMatrices: function ( a, b ) {
  1477. var ae = a.elements;
  1478. var be = b.elements;
  1479. var te = this.elements;
  1480. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1481. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1482. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1483. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1484. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1485. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1486. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1487. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1488. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1489. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1490. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1491. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1492. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1493. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1494. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1495. return this;
  1496. },
  1497. multiplyScalar: function ( s ) {
  1498. var te = this.elements;
  1499. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1500. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1501. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1502. return this;
  1503. },
  1504. determinant: function () {
  1505. var te = this.elements;
  1506. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1507. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1508. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1509. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1510. },
  1511. getInverse: function ( matrix, throwOnDegenerate ) {
  1512. if ( matrix && matrix.isMatrix4 ) {
  1513. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1514. }
  1515. var me = matrix.elements,
  1516. te = this.elements,
  1517. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1518. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1519. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1520. t11 = n33 * n22 - n32 * n23,
  1521. t12 = n32 * n13 - n33 * n12,
  1522. t13 = n23 * n12 - n22 * n13,
  1523. det = n11 * t11 + n21 * t12 + n31 * t13;
  1524. if ( det === 0 ) {
  1525. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1526. if ( throwOnDegenerate === true ) {
  1527. throw new Error( msg );
  1528. } else {
  1529. console.warn( msg );
  1530. }
  1531. return this.identity();
  1532. }
  1533. var detInv = 1 / det;
  1534. te[ 0 ] = t11 * detInv;
  1535. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1536. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1537. te[ 3 ] = t12 * detInv;
  1538. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1539. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1540. te[ 6 ] = t13 * detInv;
  1541. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1542. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1543. return this;
  1544. },
  1545. transpose: function () {
  1546. var tmp, m = this.elements;
  1547. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1548. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1549. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1550. return this;
  1551. },
  1552. getNormalMatrix: function ( matrix4 ) {
  1553. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1554. },
  1555. transposeIntoArray: function ( r ) {
  1556. var m = this.elements;
  1557. r[ 0 ] = m[ 0 ];
  1558. r[ 1 ] = m[ 3 ];
  1559. r[ 2 ] = m[ 6 ];
  1560. r[ 3 ] = m[ 1 ];
  1561. r[ 4 ] = m[ 4 ];
  1562. r[ 5 ] = m[ 7 ];
  1563. r[ 6 ] = m[ 2 ];
  1564. r[ 7 ] = m[ 5 ];
  1565. r[ 8 ] = m[ 8 ];
  1566. return this;
  1567. },
  1568. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1569. var c = Math.cos( rotation );
  1570. var s = Math.sin( rotation );
  1571. this.set(
  1572. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1573. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1574. 0, 0, 1
  1575. );
  1576. },
  1577. scale: function ( sx, sy ) {
  1578. var te = this.elements;
  1579. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1580. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1581. return this;
  1582. },
  1583. rotate: function ( theta ) {
  1584. var c = Math.cos( theta );
  1585. var s = Math.sin( theta );
  1586. var te = this.elements;
  1587. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1588. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1589. te[ 0 ] = c * a11 + s * a21;
  1590. te[ 3 ] = c * a12 + s * a22;
  1591. te[ 6 ] = c * a13 + s * a23;
  1592. te[ 1 ] = - s * a11 + c * a21;
  1593. te[ 4 ] = - s * a12 + c * a22;
  1594. te[ 7 ] = - s * a13 + c * a23;
  1595. return this;
  1596. },
  1597. translate: function ( tx, ty ) {
  1598. var te = this.elements;
  1599. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1600. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1601. return this;
  1602. },
  1603. equals: function ( matrix ) {
  1604. var te = this.elements;
  1605. var me = matrix.elements;
  1606. for ( var i = 0; i < 9; i ++ ) {
  1607. if ( te[ i ] !== me[ i ] ) { return false; }
  1608. }
  1609. return true;
  1610. },
  1611. fromArray: function ( array, offset ) {
  1612. if ( offset === undefined ) { offset = 0; }
  1613. for ( var i = 0; i < 9; i ++ ) {
  1614. this.elements[ i ] = array[ i + offset ];
  1615. }
  1616. return this;
  1617. },
  1618. toArray: function ( array, offset ) {
  1619. if ( array === undefined ) { array = []; }
  1620. if ( offset === undefined ) { offset = 0; }
  1621. var te = this.elements;
  1622. array[ offset ] = te[ 0 ];
  1623. array[ offset + 1 ] = te[ 1 ];
  1624. array[ offset + 2 ] = te[ 2 ];
  1625. array[ offset + 3 ] = te[ 3 ];
  1626. array[ offset + 4 ] = te[ 4 ];
  1627. array[ offset + 5 ] = te[ 5 ];
  1628. array[ offset + 6 ] = te[ 6 ];
  1629. array[ offset + 7 ] = te[ 7 ];
  1630. array[ offset + 8 ] = te[ 8 ];
  1631. return array;
  1632. }
  1633. } );
  1634. /**
  1635. * @author mrdoob / http://mrdoob.com/
  1636. * @author alteredq / http://alteredqualia.com/
  1637. * @author szimek / https://github.com/szimek/
  1638. */
  1639. var _canvas;
  1640. var ImageUtils = {
  1641. getDataURL: function ( image ) {
  1642. var canvas;
  1643. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1644. return image.src;
  1645. } else if ( image instanceof HTMLCanvasElement ) {
  1646. canvas = image;
  1647. } else {
  1648. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1649. _canvas.width = image.width;
  1650. _canvas.height = image.height;
  1651. var context = _canvas.getContext( '2d' );
  1652. if ( image instanceof ImageData ) {
  1653. context.putImageData( image, 0, 0 );
  1654. } else {
  1655. context.drawImage( image, 0, 0, image.width, image.height );
  1656. }
  1657. canvas = _canvas;
  1658. }
  1659. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1660. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1661. } else {
  1662. return canvas.toDataURL( 'image/png' );
  1663. }
  1664. }
  1665. };
  1666. /**
  1667. * @author mrdoob / http://mrdoob.com/
  1668. * @author alteredq / http://alteredqualia.com/
  1669. * @author szimek / https://github.com/szimek/
  1670. */
  1671. var textureId = 0;
  1672. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1673. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1674. this.uuid = _Math.generateUUID();
  1675. this.name = '';
  1676. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1677. this.mipmaps = [];
  1678. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1679. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1680. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1681. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1682. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1683. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1684. this.format = format !== undefined ? format : RGBAFormat;
  1685. this.type = type !== undefined ? type : UnsignedByteType;
  1686. this.offset = new Vector2( 0, 0 );
  1687. this.repeat = new Vector2( 1, 1 );
  1688. this.center = new Vector2( 0, 0 );
  1689. this.rotation = 0;
  1690. this.matrixAutoUpdate = true;
  1691. this.matrix = new Matrix3();
  1692. this.generateMipmaps = true;
  1693. this.premultiplyAlpha = false;
  1694. this.flipY = true;
  1695. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1696. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1697. //
  1698. // Also changing the encoding after already used by a Material will not automatically make the Material
  1699. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1700. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1701. this.version = 0;
  1702. this.onUpdate = null;
  1703. }
  1704. Texture.DEFAULT_IMAGE = undefined;
  1705. Texture.DEFAULT_MAPPING = UVMapping;
  1706. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1707. constructor: Texture,
  1708. isTexture: true,
  1709. updateMatrix: function () {
  1710. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1711. },
  1712. clone: function () {
  1713. return new this.constructor().copy( this );
  1714. },
  1715. copy: function ( source ) {
  1716. this.name = source.name;
  1717. this.image = source.image;
  1718. this.mipmaps = source.mipmaps.slice( 0 );
  1719. this.mapping = source.mapping;
  1720. this.wrapS = source.wrapS;
  1721. this.wrapT = source.wrapT;
  1722. this.magFilter = source.magFilter;
  1723. this.minFilter = source.minFilter;
  1724. this.anisotropy = source.anisotropy;
  1725. this.format = source.format;
  1726. this.type = source.type;
  1727. this.offset.copy( source.offset );
  1728. this.repeat.copy( source.repeat );
  1729. this.center.copy( source.center );
  1730. this.rotation = source.rotation;
  1731. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1732. this.matrix.copy( source.matrix );
  1733. this.generateMipmaps = source.generateMipmaps;
  1734. this.premultiplyAlpha = source.premultiplyAlpha;
  1735. this.flipY = source.flipY;
  1736. this.unpackAlignment = source.unpackAlignment;
  1737. this.encoding = source.encoding;
  1738. return this;
  1739. },
  1740. toJSON: function ( meta ) {
  1741. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1742. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1743. return meta.textures[ this.uuid ];
  1744. }
  1745. var output = {
  1746. metadata: {
  1747. version: 4.5,
  1748. type: 'Texture',
  1749. generator: 'Texture.toJSON'
  1750. },
  1751. uuid: this.uuid,
  1752. name: this.name,
  1753. mapping: this.mapping,
  1754. repeat: [ this.repeat.x, this.repeat.y ],
  1755. offset: [ this.offset.x, this.offset.y ],
  1756. center: [ this.center.x, this.center.y ],
  1757. rotation: this.rotation,
  1758. wrap: [ this.wrapS, this.wrapT ],
  1759. format: this.format,
  1760. type: this.type,
  1761. encoding: this.encoding,
  1762. minFilter: this.minFilter,
  1763. magFilter: this.magFilter,
  1764. anisotropy: this.anisotropy,
  1765. flipY: this.flipY,
  1766. premultiplyAlpha: this.premultiplyAlpha,
  1767. unpackAlignment: this.unpackAlignment
  1768. };
  1769. if ( this.image !== undefined ) {
  1770. // TODO: Move to THREE.Image
  1771. var image = this.image;
  1772. if ( image.uuid === undefined ) {
  1773. image.uuid = _Math.generateUUID(); // UGH
  1774. }
  1775. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1776. var url;
  1777. if ( Array.isArray( image ) ) {
  1778. // process array of images e.g. CubeTexture
  1779. url = [];
  1780. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1781. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1782. }
  1783. } else {
  1784. // process single image
  1785. url = ImageUtils.getDataURL( image );
  1786. }
  1787. meta.images[ image.uuid ] = {
  1788. uuid: image.uuid,
  1789. url: url
  1790. };
  1791. }
  1792. output.image = image.uuid;
  1793. }
  1794. if ( ! isRootObject ) {
  1795. meta.textures[ this.uuid ] = output;
  1796. }
  1797. return output;
  1798. },
  1799. dispose: function () {
  1800. this.dispatchEvent( { type: 'dispose' } );
  1801. },
  1802. transformUv: function ( uv ) {
  1803. if ( this.mapping !== UVMapping ) { return uv; }
  1804. uv.applyMatrix3( this.matrix );
  1805. if ( uv.x < 0 || uv.x > 1 ) {
  1806. switch ( this.wrapS ) {
  1807. case RepeatWrapping:
  1808. uv.x = uv.x - Math.floor( uv.x );
  1809. break;
  1810. case ClampToEdgeWrapping:
  1811. uv.x = uv.x < 0 ? 0 : 1;
  1812. break;
  1813. case MirroredRepeatWrapping:
  1814. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1815. uv.x = Math.ceil( uv.x ) - uv.x;
  1816. } else {
  1817. uv.x = uv.x - Math.floor( uv.x );
  1818. }
  1819. break;
  1820. }
  1821. }
  1822. if ( uv.y < 0 || uv.y > 1 ) {
  1823. switch ( this.wrapT ) {
  1824. case RepeatWrapping:
  1825. uv.y = uv.y - Math.floor( uv.y );
  1826. break;
  1827. case ClampToEdgeWrapping:
  1828. uv.y = uv.y < 0 ? 0 : 1;
  1829. break;
  1830. case MirroredRepeatWrapping:
  1831. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1832. uv.y = Math.ceil( uv.y ) - uv.y;
  1833. } else {
  1834. uv.y = uv.y - Math.floor( uv.y );
  1835. }
  1836. break;
  1837. }
  1838. }
  1839. if ( this.flipY ) {
  1840. uv.y = 1 - uv.y;
  1841. }
  1842. return uv;
  1843. }
  1844. } );
  1845. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1846. set: function ( value ) {
  1847. if ( value === true ) { this.version ++; }
  1848. }
  1849. } );
  1850. /**
  1851. * @author supereggbert / http://www.paulbrunt.co.uk/
  1852. * @author philogb / http://blog.thejit.org/
  1853. * @author mikael emtinger / http://gomo.se/
  1854. * @author egraether / http://egraether.com/
  1855. * @author WestLangley / http://github.com/WestLangley
  1856. */
  1857. function Vector4( x, y, z, w ) {
  1858. this.x = x || 0;
  1859. this.y = y || 0;
  1860. this.z = z || 0;
  1861. this.w = ( w !== undefined ) ? w : 1;
  1862. }
  1863. Object.defineProperties( Vector4.prototype, {
  1864. "width": {
  1865. get: function () {
  1866. return this.z;
  1867. },
  1868. set: function ( value ) {
  1869. this.z = value;
  1870. }
  1871. },
  1872. "height": {
  1873. get: function () {
  1874. return this.w;
  1875. },
  1876. set: function ( value ) {
  1877. this.w = value;
  1878. }
  1879. }
  1880. } );
  1881. Object.assign( Vector4.prototype, {
  1882. isVector4: true,
  1883. set: function ( x, y, z, w ) {
  1884. this.x = x;
  1885. this.y = y;
  1886. this.z = z;
  1887. this.w = w;
  1888. return this;
  1889. },
  1890. setScalar: function ( scalar ) {
  1891. this.x = scalar;
  1892. this.y = scalar;
  1893. this.z = scalar;
  1894. this.w = scalar;
  1895. return this;
  1896. },
  1897. setX: function ( x ) {
  1898. this.x = x;
  1899. return this;
  1900. },
  1901. setY: function ( y ) {
  1902. this.y = y;
  1903. return this;
  1904. },
  1905. setZ: function ( z ) {
  1906. this.z = z;
  1907. return this;
  1908. },
  1909. setW: function ( w ) {
  1910. this.w = w;
  1911. return this;
  1912. },
  1913. setComponent: function ( index, value ) {
  1914. switch ( index ) {
  1915. case 0: this.x = value; break;
  1916. case 1: this.y = value; break;
  1917. case 2: this.z = value; break;
  1918. case 3: this.w = value; break;
  1919. default: throw new Error( 'index is out of range: ' + index );
  1920. }
  1921. return this;
  1922. },
  1923. getComponent: function ( index ) {
  1924. switch ( index ) {
  1925. case 0: return this.x;
  1926. case 1: return this.y;
  1927. case 2: return this.z;
  1928. case 3: return this.w;
  1929. default: throw new Error( 'index is out of range: ' + index );
  1930. }
  1931. },
  1932. clone: function () {
  1933. return new this.constructor( this.x, this.y, this.z, this.w );
  1934. },
  1935. copy: function ( v ) {
  1936. this.x = v.x;
  1937. this.y = v.y;
  1938. this.z = v.z;
  1939. this.w = ( v.w !== undefined ) ? v.w : 1;
  1940. return this;
  1941. },
  1942. add: function ( v, w ) {
  1943. if ( w !== undefined ) {
  1944. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1945. return this.addVectors( v, w );
  1946. }
  1947. this.x += v.x;
  1948. this.y += v.y;
  1949. this.z += v.z;
  1950. this.w += v.w;
  1951. return this;
  1952. },
  1953. addScalar: function ( s ) {
  1954. this.x += s;
  1955. this.y += s;
  1956. this.z += s;
  1957. this.w += s;
  1958. return this;
  1959. },
  1960. addVectors: function ( a, b ) {
  1961. this.x = a.x + b.x;
  1962. this.y = a.y + b.y;
  1963. this.z = a.z + b.z;
  1964. this.w = a.w + b.w;
  1965. return this;
  1966. },
  1967. addScaledVector: function ( v, s ) {
  1968. this.x += v.x * s;
  1969. this.y += v.y * s;
  1970. this.z += v.z * s;
  1971. this.w += v.w * s;
  1972. return this;
  1973. },
  1974. sub: function ( v, w ) {
  1975. if ( w !== undefined ) {
  1976. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1977. return this.subVectors( v, w );
  1978. }
  1979. this.x -= v.x;
  1980. this.y -= v.y;
  1981. this.z -= v.z;
  1982. this.w -= v.w;
  1983. return this;
  1984. },
  1985. subScalar: function ( s ) {
  1986. this.x -= s;
  1987. this.y -= s;
  1988. this.z -= s;
  1989. this.w -= s;
  1990. return this;
  1991. },
  1992. subVectors: function ( a, b ) {
  1993. this.x = a.x - b.x;
  1994. this.y = a.y - b.y;
  1995. this.z = a.z - b.z;
  1996. this.w = a.w - b.w;
  1997. return this;
  1998. },
  1999. multiplyScalar: function ( scalar ) {
  2000. this.x *= scalar;
  2001. this.y *= scalar;
  2002. this.z *= scalar;
  2003. this.w *= scalar;
  2004. return this;
  2005. },
  2006. applyMatrix4: function ( m ) {
  2007. var x = this.x, y = this.y, z = this.z, w = this.w;
  2008. var e = m.elements;
  2009. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2010. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2011. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2012. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2013. return this;
  2014. },
  2015. divideScalar: function ( scalar ) {
  2016. return this.multiplyScalar( 1 / scalar );
  2017. },
  2018. setAxisAngleFromQuaternion: function ( q ) {
  2019. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2020. // q is assumed to be normalized
  2021. this.w = 2 * Math.acos( q.w );
  2022. var s = Math.sqrt( 1 - q.w * q.w );
  2023. if ( s < 0.0001 ) {
  2024. this.x = 1;
  2025. this.y = 0;
  2026. this.z = 0;
  2027. } else {
  2028. this.x = q.x / s;
  2029. this.y = q.y / s;
  2030. this.z = q.z / s;
  2031. }
  2032. return this;
  2033. },
  2034. setAxisAngleFromRotationMatrix: function ( m ) {
  2035. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2036. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2037. var angle, x, y, z, // variables for result
  2038. epsilon = 0.01, // margin to allow for rounding errors
  2039. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2040. te = m.elements,
  2041. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2042. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2043. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2044. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2045. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2046. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2047. // singularity found
  2048. // first check for identity matrix which must have +1 for all terms
  2049. // in leading diagonal and zero in other terms
  2050. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2051. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2052. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2053. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2054. // this singularity is identity matrix so angle = 0
  2055. this.set( 1, 0, 0, 0 );
  2056. return this; // zero angle, arbitrary axis
  2057. }
  2058. // otherwise this singularity is angle = 180
  2059. angle = Math.PI;
  2060. var xx = ( m11 + 1 ) / 2;
  2061. var yy = ( m22 + 1 ) / 2;
  2062. var zz = ( m33 + 1 ) / 2;
  2063. var xy = ( m12 + m21 ) / 4;
  2064. var xz = ( m13 + m31 ) / 4;
  2065. var yz = ( m23 + m32 ) / 4;
  2066. if ( ( xx > yy ) && ( xx > zz ) ) {
  2067. // m11 is the largest diagonal term
  2068. if ( xx < epsilon ) {
  2069. x = 0;
  2070. y = 0.707106781;
  2071. z = 0.707106781;
  2072. } else {
  2073. x = Math.sqrt( xx );
  2074. y = xy / x;
  2075. z = xz / x;
  2076. }
  2077. } else if ( yy > zz ) {
  2078. // m22 is the largest diagonal term
  2079. if ( yy < epsilon ) {
  2080. x = 0.707106781;
  2081. y = 0;
  2082. z = 0.707106781;
  2083. } else {
  2084. y = Math.sqrt( yy );
  2085. x = xy / y;
  2086. z = yz / y;
  2087. }
  2088. } else {
  2089. // m33 is the largest diagonal term so base result on this
  2090. if ( zz < epsilon ) {
  2091. x = 0.707106781;
  2092. y = 0.707106781;
  2093. z = 0;
  2094. } else {
  2095. z = Math.sqrt( zz );
  2096. x = xz / z;
  2097. y = yz / z;
  2098. }
  2099. }
  2100. this.set( x, y, z, angle );
  2101. return this; // return 180 deg rotation
  2102. }
  2103. // as we have reached here there are no singularities so we can handle normally
  2104. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2105. ( m13 - m31 ) * ( m13 - m31 ) +
  2106. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2107. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2108. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2109. // caught by singularity test above, but I've left it in just in case
  2110. this.x = ( m32 - m23 ) / s;
  2111. this.y = ( m13 - m31 ) / s;
  2112. this.z = ( m21 - m12 ) / s;
  2113. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2114. return this;
  2115. },
  2116. min: function ( v ) {
  2117. this.x = Math.min( this.x, v.x );
  2118. this.y = Math.min( this.y, v.y );
  2119. this.z = Math.min( this.z, v.z );
  2120. this.w = Math.min( this.w, v.w );
  2121. return this;
  2122. },
  2123. max: function ( v ) {
  2124. this.x = Math.max( this.x, v.x );
  2125. this.y = Math.max( this.y, v.y );
  2126. this.z = Math.max( this.z, v.z );
  2127. this.w = Math.max( this.w, v.w );
  2128. return this;
  2129. },
  2130. clamp: function ( min, max ) {
  2131. // assumes min < max, componentwise
  2132. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2133. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2134. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2135. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2136. return this;
  2137. },
  2138. clampScalar: function ( minVal, maxVal ) {
  2139. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2140. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2141. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2142. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2143. return this;
  2144. },
  2145. clampLength: function ( min, max ) {
  2146. var length = this.length();
  2147. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2148. },
  2149. floor: function () {
  2150. this.x = Math.floor( this.x );
  2151. this.y = Math.floor( this.y );
  2152. this.z = Math.floor( this.z );
  2153. this.w = Math.floor( this.w );
  2154. return this;
  2155. },
  2156. ceil: function () {
  2157. this.x = Math.ceil( this.x );
  2158. this.y = Math.ceil( this.y );
  2159. this.z = Math.ceil( this.z );
  2160. this.w = Math.ceil( this.w );
  2161. return this;
  2162. },
  2163. round: function () {
  2164. this.x = Math.round( this.x );
  2165. this.y = Math.round( this.y );
  2166. this.z = Math.round( this.z );
  2167. this.w = Math.round( this.w );
  2168. return this;
  2169. },
  2170. roundToZero: function () {
  2171. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2172. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2173. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2174. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2175. return this;
  2176. },
  2177. negate: function () {
  2178. this.x = - this.x;
  2179. this.y = - this.y;
  2180. this.z = - this.z;
  2181. this.w = - this.w;
  2182. return this;
  2183. },
  2184. dot: function ( v ) {
  2185. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2186. },
  2187. lengthSq: function () {
  2188. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2189. },
  2190. length: function () {
  2191. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2192. },
  2193. manhattanLength: function () {
  2194. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2195. },
  2196. normalize: function () {
  2197. return this.divideScalar( this.length() || 1 );
  2198. },
  2199. setLength: function ( length ) {
  2200. return this.normalize().multiplyScalar( length );
  2201. },
  2202. lerp: function ( v, alpha ) {
  2203. this.x += ( v.x - this.x ) * alpha;
  2204. this.y += ( v.y - this.y ) * alpha;
  2205. this.z += ( v.z - this.z ) * alpha;
  2206. this.w += ( v.w - this.w ) * alpha;
  2207. return this;
  2208. },
  2209. lerpVectors: function ( v1, v2, alpha ) {
  2210. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2211. },
  2212. equals: function ( v ) {
  2213. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2214. },
  2215. fromArray: function ( array, offset ) {
  2216. if ( offset === undefined ) { offset = 0; }
  2217. this.x = array[ offset ];
  2218. this.y = array[ offset + 1 ];
  2219. this.z = array[ offset + 2 ];
  2220. this.w = array[ offset + 3 ];
  2221. return this;
  2222. },
  2223. toArray: function ( array, offset ) {
  2224. if ( array === undefined ) { array = []; }
  2225. if ( offset === undefined ) { offset = 0; }
  2226. array[ offset ] = this.x;
  2227. array[ offset + 1 ] = this.y;
  2228. array[ offset + 2 ] = this.z;
  2229. array[ offset + 3 ] = this.w;
  2230. return array;
  2231. },
  2232. fromBufferAttribute: function ( attribute, index, offset ) {
  2233. if ( offset !== undefined ) {
  2234. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2235. }
  2236. this.x = attribute.getX( index );
  2237. this.y = attribute.getY( index );
  2238. this.z = attribute.getZ( index );
  2239. this.w = attribute.getW( index );
  2240. return this;
  2241. }
  2242. } );
  2243. /**
  2244. * @author szimek / https://github.com/szimek/
  2245. * @author alteredq / http://alteredqualia.com/
  2246. * @author Marius Kintel / https://github.com/kintel
  2247. */
  2248. /*
  2249. In options, we can specify:
  2250. * Texture parameters for an auto-generated target texture
  2251. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2252. */
  2253. function WebGLRenderTarget( width, height, options ) {
  2254. this.width = width;
  2255. this.height = height;
  2256. this.scissor = new Vector4( 0, 0, width, height );
  2257. this.scissorTest = false;
  2258. this.viewport = new Vector4( 0, 0, width, height );
  2259. options = options || {};
  2260. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2261. this.texture.image = {};
  2262. this.texture.image.width = width;
  2263. this.texture.image.height = height;
  2264. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2265. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2266. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2267. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2268. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2269. }
  2270. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2271. constructor: WebGLRenderTarget,
  2272. isWebGLRenderTarget: true,
  2273. setSize: function ( width, height ) {
  2274. if ( this.width !== width || this.height !== height ) {
  2275. this.width = width;
  2276. this.height = height;
  2277. this.texture.image.width = width;
  2278. this.texture.image.height = height;
  2279. this.dispose();
  2280. }
  2281. this.viewport.set( 0, 0, width, height );
  2282. this.scissor.set( 0, 0, width, height );
  2283. },
  2284. clone: function () {
  2285. return new this.constructor().copy( this );
  2286. },
  2287. copy: function ( source ) {
  2288. this.width = source.width;
  2289. this.height = source.height;
  2290. this.viewport.copy( source.viewport );
  2291. this.texture = source.texture.clone();
  2292. this.depthBuffer = source.depthBuffer;
  2293. this.stencilBuffer = source.stencilBuffer;
  2294. this.depthTexture = source.depthTexture;
  2295. return this;
  2296. },
  2297. dispose: function () {
  2298. this.dispatchEvent( { type: 'dispose' } );
  2299. }
  2300. } );
  2301. /**
  2302. * @author Mugen87 / https://github.com/Mugen87
  2303. * @author Matt DesLauriers / @mattdesl
  2304. */
  2305. function WebGLMultisampleRenderTarget( width, height, options ) {
  2306. WebGLRenderTarget.call( this, width, height, options );
  2307. this.samples = 4;
  2308. }
  2309. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2310. constructor: WebGLMultisampleRenderTarget,
  2311. isWebGLMultisampleRenderTarget: true,
  2312. copy: function ( source ) {
  2313. WebGLRenderTarget.prototype.copy.call( this, source );
  2314. this.samples = source.samples;
  2315. return this;
  2316. }
  2317. } );
  2318. var _v1 = new Vector3();
  2319. var _m1 = new Matrix4();
  2320. var _zero = new Vector3( 0, 0, 0 );
  2321. var _one = new Vector3( 1, 1, 1 );
  2322. var _x = new Vector3();
  2323. var _y = new Vector3();
  2324. var _z = new Vector3();
  2325. /**
  2326. * @author mrdoob / http://mrdoob.com/
  2327. * @author supereggbert / http://www.paulbrunt.co.uk/
  2328. * @author philogb / http://blog.thejit.org/
  2329. * @author jordi_ros / http://plattsoft.com
  2330. * @author D1plo1d / http://github.com/D1plo1d
  2331. * @author alteredq / http://alteredqualia.com/
  2332. * @author mikael emtinger / http://gomo.se/
  2333. * @author timknip / http://www.floorplanner.com/
  2334. * @author bhouston / http://clara.io
  2335. * @author WestLangley / http://github.com/WestLangley
  2336. */
  2337. function Matrix4() {
  2338. this.elements = [
  2339. 1, 0, 0, 0,
  2340. 0, 1, 0, 0,
  2341. 0, 0, 1, 0,
  2342. 0, 0, 0, 1
  2343. ];
  2344. if ( arguments.length > 0 ) {
  2345. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2346. }
  2347. }
  2348. Object.assign( Matrix4.prototype, {
  2349. isMatrix4: true,
  2350. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2351. var te = this.elements;
  2352. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2353. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2354. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2355. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2356. return this;
  2357. },
  2358. identity: function () {
  2359. this.set(
  2360. 1, 0, 0, 0,
  2361. 0, 1, 0, 0,
  2362. 0, 0, 1, 0,
  2363. 0, 0, 0, 1
  2364. );
  2365. return this;
  2366. },
  2367. clone: function () {
  2368. return new Matrix4().fromArray( this.elements );
  2369. },
  2370. copy: function ( m ) {
  2371. var te = this.elements;
  2372. var me = m.elements;
  2373. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2374. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2375. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2376. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2377. return this;
  2378. },
  2379. copyPosition: function ( m ) {
  2380. var te = this.elements, me = m.elements;
  2381. te[ 12 ] = me[ 12 ];
  2382. te[ 13 ] = me[ 13 ];
  2383. te[ 14 ] = me[ 14 ];
  2384. return this;
  2385. },
  2386. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2387. xAxis.setFromMatrixColumn( this, 0 );
  2388. yAxis.setFromMatrixColumn( this, 1 );
  2389. zAxis.setFromMatrixColumn( this, 2 );
  2390. return this;
  2391. },
  2392. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2393. this.set(
  2394. xAxis.x, yAxis.x, zAxis.x, 0,
  2395. xAxis.y, yAxis.y, zAxis.y, 0,
  2396. xAxis.z, yAxis.z, zAxis.z, 0,
  2397. 0, 0, 0, 1
  2398. );
  2399. return this;
  2400. },
  2401. extractRotation: function ( m ) {
  2402. // this method does not support reflection matrices
  2403. var te = this.elements;
  2404. var me = m.elements;
  2405. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2406. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2407. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2408. te[ 0 ] = me[ 0 ] * scaleX;
  2409. te[ 1 ] = me[ 1 ] * scaleX;
  2410. te[ 2 ] = me[ 2 ] * scaleX;
  2411. te[ 3 ] = 0;
  2412. te[ 4 ] = me[ 4 ] * scaleY;
  2413. te[ 5 ] = me[ 5 ] * scaleY;
  2414. te[ 6 ] = me[ 6 ] * scaleY;
  2415. te[ 7 ] = 0;
  2416. te[ 8 ] = me[ 8 ] * scaleZ;
  2417. te[ 9 ] = me[ 9 ] * scaleZ;
  2418. te[ 10 ] = me[ 10 ] * scaleZ;
  2419. te[ 11 ] = 0;
  2420. te[ 12 ] = 0;
  2421. te[ 13 ] = 0;
  2422. te[ 14 ] = 0;
  2423. te[ 15 ] = 1;
  2424. return this;
  2425. },
  2426. makeRotationFromEuler: function ( euler ) {
  2427. if ( ! ( euler && euler.isEuler ) ) {
  2428. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2429. }
  2430. var te = this.elements;
  2431. var x = euler.x, y = euler.y, z = euler.z;
  2432. var a = Math.cos( x ), b = Math.sin( x );
  2433. var c = Math.cos( y ), d = Math.sin( y );
  2434. var e = Math.cos( z ), f = Math.sin( z );
  2435. if ( euler.order === 'XYZ' ) {
  2436. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2437. te[ 0 ] = c * e;
  2438. te[ 4 ] = - c * f;
  2439. te[ 8 ] = d;
  2440. te[ 1 ] = af + be * d;
  2441. te[ 5 ] = ae - bf * d;
  2442. te[ 9 ] = - b * c;
  2443. te[ 2 ] = bf - ae * d;
  2444. te[ 6 ] = be + af * d;
  2445. te[ 10 ] = a * c;
  2446. } else if ( euler.order === 'YXZ' ) {
  2447. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2448. te[ 0 ] = ce + df * b;
  2449. te[ 4 ] = de * b - cf;
  2450. te[ 8 ] = a * d;
  2451. te[ 1 ] = a * f;
  2452. te[ 5 ] = a * e;
  2453. te[ 9 ] = - b;
  2454. te[ 2 ] = cf * b - de;
  2455. te[ 6 ] = df + ce * b;
  2456. te[ 10 ] = a * c;
  2457. } else if ( euler.order === 'ZXY' ) {
  2458. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2459. te[ 0 ] = ce - df * b;
  2460. te[ 4 ] = - a * f;
  2461. te[ 8 ] = de + cf * b;
  2462. te[ 1 ] = cf + de * b;
  2463. te[ 5 ] = a * e;
  2464. te[ 9 ] = df - ce * b;
  2465. te[ 2 ] = - a * d;
  2466. te[ 6 ] = b;
  2467. te[ 10 ] = a * c;
  2468. } else if ( euler.order === 'ZYX' ) {
  2469. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2470. te[ 0 ] = c * e;
  2471. te[ 4 ] = be * d - af;
  2472. te[ 8 ] = ae * d + bf;
  2473. te[ 1 ] = c * f;
  2474. te[ 5 ] = bf * d + ae;
  2475. te[ 9 ] = af * d - be;
  2476. te[ 2 ] = - d;
  2477. te[ 6 ] = b * c;
  2478. te[ 10 ] = a * c;
  2479. } else if ( euler.order === 'YZX' ) {
  2480. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2481. te[ 0 ] = c * e;
  2482. te[ 4 ] = bd - ac * f;
  2483. te[ 8 ] = bc * f + ad;
  2484. te[ 1 ] = f;
  2485. te[ 5 ] = a * e;
  2486. te[ 9 ] = - b * e;
  2487. te[ 2 ] = - d * e;
  2488. te[ 6 ] = ad * f + bc;
  2489. te[ 10 ] = ac - bd * f;
  2490. } else if ( euler.order === 'XZY' ) {
  2491. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2492. te[ 0 ] = c * e;
  2493. te[ 4 ] = - f;
  2494. te[ 8 ] = d * e;
  2495. te[ 1 ] = ac * f + bd;
  2496. te[ 5 ] = a * e;
  2497. te[ 9 ] = ad * f - bc;
  2498. te[ 2 ] = bc * f - ad;
  2499. te[ 6 ] = b * e;
  2500. te[ 10 ] = bd * f + ac;
  2501. }
  2502. // bottom row
  2503. te[ 3 ] = 0;
  2504. te[ 7 ] = 0;
  2505. te[ 11 ] = 0;
  2506. // last column
  2507. te[ 12 ] = 0;
  2508. te[ 13 ] = 0;
  2509. te[ 14 ] = 0;
  2510. te[ 15 ] = 1;
  2511. return this;
  2512. },
  2513. makeRotationFromQuaternion: function ( q ) {
  2514. return this.compose( _zero, q, _one );
  2515. },
  2516. lookAt: function ( eye, target, up ) {
  2517. var te = this.elements;
  2518. _z.subVectors( eye, target );
  2519. if ( _z.lengthSq() === 0 ) {
  2520. // eye and target are in the same position
  2521. _z.z = 1;
  2522. }
  2523. _z.normalize();
  2524. _x.crossVectors( up, _z );
  2525. if ( _x.lengthSq() === 0 ) {
  2526. // up and z are parallel
  2527. if ( Math.abs( up.z ) === 1 ) {
  2528. _z.x += 0.0001;
  2529. } else {
  2530. _z.z += 0.0001;
  2531. }
  2532. _z.normalize();
  2533. _x.crossVectors( up, _z );
  2534. }
  2535. _x.normalize();
  2536. _y.crossVectors( _z, _x );
  2537. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2538. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2539. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2540. return this;
  2541. },
  2542. multiply: function ( m, n ) {
  2543. if ( n !== undefined ) {
  2544. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2545. return this.multiplyMatrices( m, n );
  2546. }
  2547. return this.multiplyMatrices( this, m );
  2548. },
  2549. premultiply: function ( m ) {
  2550. return this.multiplyMatrices( m, this );
  2551. },
  2552. multiplyMatrices: function ( a, b ) {
  2553. var ae = a.elements;
  2554. var be = b.elements;
  2555. var te = this.elements;
  2556. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2557. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2558. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2559. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2560. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2561. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2562. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2563. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2564. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2565. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2566. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2567. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2568. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2569. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2570. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2571. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2572. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2573. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2574. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2575. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2576. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2577. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2578. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2579. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2580. return this;
  2581. },
  2582. multiplyScalar: function ( s ) {
  2583. var te = this.elements;
  2584. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2585. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2586. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2587. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2588. return this;
  2589. },
  2590. applyToBufferAttribute: function ( attribute ) {
  2591. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2592. _v1.x = attribute.getX( i );
  2593. _v1.y = attribute.getY( i );
  2594. _v1.z = attribute.getZ( i );
  2595. _v1.applyMatrix4( this );
  2596. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2597. }
  2598. return attribute;
  2599. },
  2600. determinant: function () {
  2601. var te = this.elements;
  2602. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2603. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2604. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2605. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2606. //TODO: make this more efficient
  2607. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2608. return (
  2609. n41 * (
  2610. + n14 * n23 * n32
  2611. - n13 * n24 * n32
  2612. - n14 * n22 * n33
  2613. + n12 * n24 * n33
  2614. + n13 * n22 * n34
  2615. - n12 * n23 * n34
  2616. ) +
  2617. n42 * (
  2618. + n11 * n23 * n34
  2619. - n11 * n24 * n33
  2620. + n14 * n21 * n33
  2621. - n13 * n21 * n34
  2622. + n13 * n24 * n31
  2623. - n14 * n23 * n31
  2624. ) +
  2625. n43 * (
  2626. + n11 * n24 * n32
  2627. - n11 * n22 * n34
  2628. - n14 * n21 * n32
  2629. + n12 * n21 * n34
  2630. + n14 * n22 * n31
  2631. - n12 * n24 * n31
  2632. ) +
  2633. n44 * (
  2634. - n13 * n22 * n31
  2635. - n11 * n23 * n32
  2636. + n11 * n22 * n33
  2637. + n13 * n21 * n32
  2638. - n12 * n21 * n33
  2639. + n12 * n23 * n31
  2640. )
  2641. );
  2642. },
  2643. transpose: function () {
  2644. var te = this.elements;
  2645. var tmp;
  2646. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2647. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2648. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2649. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2650. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2651. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2652. return this;
  2653. },
  2654. setPosition: function ( x, y, z ) {
  2655. var te = this.elements;
  2656. if ( x.isVector3 ) {
  2657. te[ 12 ] = x.x;
  2658. te[ 13 ] = x.y;
  2659. te[ 14 ] = x.z;
  2660. } else {
  2661. te[ 12 ] = x;
  2662. te[ 13 ] = y;
  2663. te[ 14 ] = z;
  2664. }
  2665. return this;
  2666. },
  2667. getInverse: function ( m, throwOnDegenerate ) {
  2668. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2669. var te = this.elements,
  2670. me = m.elements,
  2671. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2672. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2673. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2674. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2675. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2676. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2677. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2678. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2679. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2680. if ( det === 0 ) {
  2681. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2682. if ( throwOnDegenerate === true ) {
  2683. throw new Error( msg );
  2684. } else {
  2685. console.warn( msg );
  2686. }
  2687. return this.identity();
  2688. }
  2689. var detInv = 1 / det;
  2690. te[ 0 ] = t11 * detInv;
  2691. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2692. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2693. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2694. te[ 4 ] = t12 * detInv;
  2695. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2696. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2697. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2698. te[ 8 ] = t13 * detInv;
  2699. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2700. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2701. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2702. te[ 12 ] = t14 * detInv;
  2703. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2704. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2705. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2706. return this;
  2707. },
  2708. scale: function ( v ) {
  2709. var te = this.elements;
  2710. var x = v.x, y = v.y, z = v.z;
  2711. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2712. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2713. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2714. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2715. return this;
  2716. },
  2717. getMaxScaleOnAxis: function () {
  2718. var te = this.elements;
  2719. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2720. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2721. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2722. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2723. },
  2724. makeTranslation: function ( x, y, z ) {
  2725. this.set(
  2726. 1, 0, 0, x,
  2727. 0, 1, 0, y,
  2728. 0, 0, 1, z,
  2729. 0, 0, 0, 1
  2730. );
  2731. return this;
  2732. },
  2733. makeRotationX: function ( theta ) {
  2734. var c = Math.cos( theta ), s = Math.sin( theta );
  2735. this.set(
  2736. 1, 0, 0, 0,
  2737. 0, c, - s, 0,
  2738. 0, s, c, 0,
  2739. 0, 0, 0, 1
  2740. );
  2741. return this;
  2742. },
  2743. makeRotationY: function ( theta ) {
  2744. var c = Math.cos( theta ), s = Math.sin( theta );
  2745. this.set(
  2746. c, 0, s, 0,
  2747. 0, 1, 0, 0,
  2748. - s, 0, c, 0,
  2749. 0, 0, 0, 1
  2750. );
  2751. return this;
  2752. },
  2753. makeRotationZ: function ( theta ) {
  2754. var c = Math.cos( theta ), s = Math.sin( theta );
  2755. this.set(
  2756. c, - s, 0, 0,
  2757. s, c, 0, 0,
  2758. 0, 0, 1, 0,
  2759. 0, 0, 0, 1
  2760. );
  2761. return this;
  2762. },
  2763. makeRotationAxis: function ( axis, angle ) {
  2764. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2765. var c = Math.cos( angle );
  2766. var s = Math.sin( angle );
  2767. var t = 1 - c;
  2768. var x = axis.x, y = axis.y, z = axis.z;
  2769. var tx = t * x, ty = t * y;
  2770. this.set(
  2771. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2772. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2773. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2774. 0, 0, 0, 1
  2775. );
  2776. return this;
  2777. },
  2778. makeScale: function ( x, y, z ) {
  2779. this.set(
  2780. x, 0, 0, 0,
  2781. 0, y, 0, 0,
  2782. 0, 0, z, 0,
  2783. 0, 0, 0, 1
  2784. );
  2785. return this;
  2786. },
  2787. makeShear: function ( x, y, z ) {
  2788. this.set(
  2789. 1, y, z, 0,
  2790. x, 1, z, 0,
  2791. x, y, 1, 0,
  2792. 0, 0, 0, 1
  2793. );
  2794. return this;
  2795. },
  2796. compose: function ( position, quaternion, scale ) {
  2797. var te = this.elements;
  2798. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2799. var x2 = x + x, y2 = y + y, z2 = z + z;
  2800. var xx = x * x2, xy = x * y2, xz = x * z2;
  2801. var yy = y * y2, yz = y * z2, zz = z * z2;
  2802. var wx = w * x2, wy = w * y2, wz = w * z2;
  2803. var sx = scale.x, sy = scale.y, sz = scale.z;
  2804. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2805. te[ 1 ] = ( xy + wz ) * sx;
  2806. te[ 2 ] = ( xz - wy ) * sx;
  2807. te[ 3 ] = 0;
  2808. te[ 4 ] = ( xy - wz ) * sy;
  2809. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2810. te[ 6 ] = ( yz + wx ) * sy;
  2811. te[ 7 ] = 0;
  2812. te[ 8 ] = ( xz + wy ) * sz;
  2813. te[ 9 ] = ( yz - wx ) * sz;
  2814. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2815. te[ 11 ] = 0;
  2816. te[ 12 ] = position.x;
  2817. te[ 13 ] = position.y;
  2818. te[ 14 ] = position.z;
  2819. te[ 15 ] = 1;
  2820. return this;
  2821. },
  2822. decompose: function ( position, quaternion, scale ) {
  2823. var te = this.elements;
  2824. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2825. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2826. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2827. // if determine is negative, we need to invert one scale
  2828. var det = this.determinant();
  2829. if ( det < 0 ) { sx = - sx; }
  2830. position.x = te[ 12 ];
  2831. position.y = te[ 13 ];
  2832. position.z = te[ 14 ];
  2833. // scale the rotation part
  2834. _m1.copy( this );
  2835. var invSX = 1 / sx;
  2836. var invSY = 1 / sy;
  2837. var invSZ = 1 / sz;
  2838. _m1.elements[ 0 ] *= invSX;
  2839. _m1.elements[ 1 ] *= invSX;
  2840. _m1.elements[ 2 ] *= invSX;
  2841. _m1.elements[ 4 ] *= invSY;
  2842. _m1.elements[ 5 ] *= invSY;
  2843. _m1.elements[ 6 ] *= invSY;
  2844. _m1.elements[ 8 ] *= invSZ;
  2845. _m1.elements[ 9 ] *= invSZ;
  2846. _m1.elements[ 10 ] *= invSZ;
  2847. quaternion.setFromRotationMatrix( _m1 );
  2848. scale.x = sx;
  2849. scale.y = sy;
  2850. scale.z = sz;
  2851. return this;
  2852. },
  2853. makePerspective: function ( left, right, top, bottom, near, far ) {
  2854. if ( far === undefined ) {
  2855. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2856. }
  2857. var te = this.elements;
  2858. var x = 2 * near / ( right - left );
  2859. var y = 2 * near / ( top - bottom );
  2860. var a = ( right + left ) / ( right - left );
  2861. var b = ( top + bottom ) / ( top - bottom );
  2862. var c = - ( far + near ) / ( far - near );
  2863. var d = - 2 * far * near / ( far - near );
  2864. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2865. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2866. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2867. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2868. return this;
  2869. },
  2870. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2871. var te = this.elements;
  2872. var w = 1.0 / ( right - left );
  2873. var h = 1.0 / ( top - bottom );
  2874. var p = 1.0 / ( far - near );
  2875. var x = ( right + left ) * w;
  2876. var y = ( top + bottom ) * h;
  2877. var z = ( far + near ) * p;
  2878. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2879. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2880. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2881. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2882. return this;
  2883. },
  2884. equals: function ( matrix ) {
  2885. var te = this.elements;
  2886. var me = matrix.elements;
  2887. for ( var i = 0; i < 16; i ++ ) {
  2888. if ( te[ i ] !== me[ i ] ) { return false; }
  2889. }
  2890. return true;
  2891. },
  2892. fromArray: function ( array, offset ) {
  2893. if ( offset === undefined ) { offset = 0; }
  2894. for ( var i = 0; i < 16; i ++ ) {
  2895. this.elements[ i ] = array[ i + offset ];
  2896. }
  2897. return this;
  2898. },
  2899. toArray: function ( array, offset ) {
  2900. if ( array === undefined ) { array = []; }
  2901. if ( offset === undefined ) { offset = 0; }
  2902. var te = this.elements;
  2903. array[ offset ] = te[ 0 ];
  2904. array[ offset + 1 ] = te[ 1 ];
  2905. array[ offset + 2 ] = te[ 2 ];
  2906. array[ offset + 3 ] = te[ 3 ];
  2907. array[ offset + 4 ] = te[ 4 ];
  2908. array[ offset + 5 ] = te[ 5 ];
  2909. array[ offset + 6 ] = te[ 6 ];
  2910. array[ offset + 7 ] = te[ 7 ];
  2911. array[ offset + 8 ] = te[ 8 ];
  2912. array[ offset + 9 ] = te[ 9 ];
  2913. array[ offset + 10 ] = te[ 10 ];
  2914. array[ offset + 11 ] = te[ 11 ];
  2915. array[ offset + 12 ] = te[ 12 ];
  2916. array[ offset + 13 ] = te[ 13 ];
  2917. array[ offset + 14 ] = te[ 14 ];
  2918. array[ offset + 15 ] = te[ 15 ];
  2919. return array;
  2920. }
  2921. } );
  2922. /**
  2923. * @author mrdoob / http://mrdoob.com/
  2924. * @author WestLangley / http://github.com/WestLangley
  2925. * @author bhouston / http://clara.io
  2926. */
  2927. var _matrix = new Matrix4();
  2928. var _quaternion$1 = new Quaternion();
  2929. function Euler( x, y, z, order ) {
  2930. this._x = x || 0;
  2931. this._y = y || 0;
  2932. this._z = z || 0;
  2933. this._order = order || Euler.DefaultOrder;
  2934. }
  2935. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2936. Euler.DefaultOrder = 'XYZ';
  2937. Object.defineProperties( Euler.prototype, {
  2938. x: {
  2939. get: function () {
  2940. return this._x;
  2941. },
  2942. set: function ( value ) {
  2943. this._x = value;
  2944. this._onChangeCallback();
  2945. }
  2946. },
  2947. y: {
  2948. get: function () {
  2949. return this._y;
  2950. },
  2951. set: function ( value ) {
  2952. this._y = value;
  2953. this._onChangeCallback();
  2954. }
  2955. },
  2956. z: {
  2957. get: function () {
  2958. return this._z;
  2959. },
  2960. set: function ( value ) {
  2961. this._z = value;
  2962. this._onChangeCallback();
  2963. }
  2964. },
  2965. order: {
  2966. get: function () {
  2967. return this._order;
  2968. },
  2969. set: function ( value ) {
  2970. this._order = value;
  2971. this._onChangeCallback();
  2972. }
  2973. }
  2974. } );
  2975. Object.assign( Euler.prototype, {
  2976. isEuler: true,
  2977. set: function ( x, y, z, order ) {
  2978. this._x = x;
  2979. this._y = y;
  2980. this._z = z;
  2981. this._order = order || this._order;
  2982. this._onChangeCallback();
  2983. return this;
  2984. },
  2985. clone: function () {
  2986. return new this.constructor( this._x, this._y, this._z, this._order );
  2987. },
  2988. copy: function ( euler ) {
  2989. this._x = euler._x;
  2990. this._y = euler._y;
  2991. this._z = euler._z;
  2992. this._order = euler._order;
  2993. this._onChangeCallback();
  2994. return this;
  2995. },
  2996. setFromRotationMatrix: function ( m, order, update ) {
  2997. var clamp = _Math.clamp;
  2998. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2999. var te = m.elements;
  3000. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3001. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3002. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3003. order = order || this._order;
  3004. if ( order === 'XYZ' ) {
  3005. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3006. if ( Math.abs( m13 ) < 0.9999999 ) {
  3007. this._x = Math.atan2( - m23, m33 );
  3008. this._z = Math.atan2( - m12, m11 );
  3009. } else {
  3010. this._x = Math.atan2( m32, m22 );
  3011. this._z = 0;
  3012. }
  3013. } else if ( order === 'YXZ' ) {
  3014. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3015. if ( Math.abs( m23 ) < 0.9999999 ) {
  3016. this._y = Math.atan2( m13, m33 );
  3017. this._z = Math.atan2( m21, m22 );
  3018. } else {
  3019. this._y = Math.atan2( - m31, m11 );
  3020. this._z = 0;
  3021. }
  3022. } else if ( order === 'ZXY' ) {
  3023. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3024. if ( Math.abs( m32 ) < 0.9999999 ) {
  3025. this._y = Math.atan2( - m31, m33 );
  3026. this._z = Math.atan2( - m12, m22 );
  3027. } else {
  3028. this._y = 0;
  3029. this._z = Math.atan2( m21, m11 );
  3030. }
  3031. } else if ( order === 'ZYX' ) {
  3032. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3033. if ( Math.abs( m31 ) < 0.9999999 ) {
  3034. this._x = Math.atan2( m32, m33 );
  3035. this._z = Math.atan2( m21, m11 );
  3036. } else {
  3037. this._x = 0;
  3038. this._z = Math.atan2( - m12, m22 );
  3039. }
  3040. } else if ( order === 'YZX' ) {
  3041. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3042. if ( Math.abs( m21 ) < 0.9999999 ) {
  3043. this._x = Math.atan2( - m23, m22 );
  3044. this._y = Math.atan2( - m31, m11 );
  3045. } else {
  3046. this._x = 0;
  3047. this._y = Math.atan2( m13, m33 );
  3048. }
  3049. } else if ( order === 'XZY' ) {
  3050. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3051. if ( Math.abs( m12 ) < 0.9999999 ) {
  3052. this._x = Math.atan2( m32, m22 );
  3053. this._y = Math.atan2( m13, m11 );
  3054. } else {
  3055. this._x = Math.atan2( - m23, m33 );
  3056. this._y = 0;
  3057. }
  3058. } else {
  3059. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3060. }
  3061. this._order = order;
  3062. if ( update !== false ) { this._onChangeCallback(); }
  3063. return this;
  3064. },
  3065. setFromQuaternion: function ( q, order, update ) {
  3066. _matrix.makeRotationFromQuaternion( q );
  3067. return this.setFromRotationMatrix( _matrix, order, update );
  3068. },
  3069. setFromVector3: function ( v, order ) {
  3070. return this.set( v.x, v.y, v.z, order || this._order );
  3071. },
  3072. reorder: function ( newOrder ) {
  3073. // WARNING: this discards revolution information -bhouston
  3074. _quaternion$1.setFromEuler( this );
  3075. return this.setFromQuaternion( _quaternion$1, newOrder );
  3076. },
  3077. equals: function ( euler ) {
  3078. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3079. },
  3080. fromArray: function ( array ) {
  3081. this._x = array[ 0 ];
  3082. this._y = array[ 1 ];
  3083. this._z = array[ 2 ];
  3084. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3085. this._onChangeCallback();
  3086. return this;
  3087. },
  3088. toArray: function ( array, offset ) {
  3089. if ( array === undefined ) { array = []; }
  3090. if ( offset === undefined ) { offset = 0; }
  3091. array[ offset ] = this._x;
  3092. array[ offset + 1 ] = this._y;
  3093. array[ offset + 2 ] = this._z;
  3094. array[ offset + 3 ] = this._order;
  3095. return array;
  3096. },
  3097. toVector3: function ( optionalResult ) {
  3098. if ( optionalResult ) {
  3099. return optionalResult.set( this._x, this._y, this._z );
  3100. } else {
  3101. return new Vector3( this._x, this._y, this._z );
  3102. }
  3103. },
  3104. _onChange: function ( callback ) {
  3105. this._onChangeCallback = callback;
  3106. return this;
  3107. },
  3108. _onChangeCallback: function () {}
  3109. } );
  3110. /**
  3111. * @author mrdoob / http://mrdoob.com/
  3112. */
  3113. function Layers() {
  3114. this.mask = 1 | 0;
  3115. }
  3116. Object.assign( Layers.prototype, {
  3117. set: function ( channel ) {
  3118. this.mask = 1 << channel | 0;
  3119. },
  3120. enable: function ( channel ) {
  3121. this.mask |= 1 << channel | 0;
  3122. },
  3123. enableAll: function () {
  3124. this.mask = 0xffffffff | 0;
  3125. },
  3126. toggle: function ( channel ) {
  3127. this.mask ^= 1 << channel | 0;
  3128. },
  3129. disable: function ( channel ) {
  3130. this.mask &= ~ ( 1 << channel | 0 );
  3131. },
  3132. disableAll: function () {
  3133. this.mask = 0;
  3134. },
  3135. test: function ( layers ) {
  3136. return ( this.mask & layers.mask ) !== 0;
  3137. }
  3138. } );
  3139. var _object3DId = 0;
  3140. var _v1$1 = new Vector3();
  3141. var _q1 = new Quaternion();
  3142. var _m1$1 = new Matrix4();
  3143. var _target = new Vector3();
  3144. var _position = new Vector3();
  3145. var _scale = new Vector3();
  3146. var _quaternion$2 = new Quaternion();
  3147. var _xAxis = new Vector3( 1, 0, 0 );
  3148. var _yAxis = new Vector3( 0, 1, 0 );
  3149. var _zAxis = new Vector3( 0, 0, 1 );
  3150. var _addedEvent = { type: 'added' };
  3151. var _removedEvent = { type: 'removed' };
  3152. /**
  3153. * @author mrdoob / http://mrdoob.com/
  3154. * @author mikael emtinger / http://gomo.se/
  3155. * @author alteredq / http://alteredqualia.com/
  3156. * @author WestLangley / http://github.com/WestLangley
  3157. * @author elephantatwork / www.elephantatwork.ch
  3158. */
  3159. function Object3D() {
  3160. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3161. this.uuid = _Math.generateUUID();
  3162. this.name = '';
  3163. this.type = 'Object3D';
  3164. this.parent = null;
  3165. this.children = [];
  3166. this.up = Object3D.DefaultUp.clone();
  3167. var position = new Vector3();
  3168. var rotation = new Euler();
  3169. var quaternion = new Quaternion();
  3170. var scale = new Vector3( 1, 1, 1 );
  3171. function onRotationChange() {
  3172. quaternion.setFromEuler( rotation, false );
  3173. }
  3174. function onQuaternionChange() {
  3175. rotation.setFromQuaternion( quaternion, undefined, false );
  3176. }
  3177. rotation._onChange( onRotationChange );
  3178. quaternion._onChange( onQuaternionChange );
  3179. Object.defineProperties( this, {
  3180. position: {
  3181. configurable: true,
  3182. enumerable: true,
  3183. value: position
  3184. },
  3185. rotation: {
  3186. configurable: true,
  3187. enumerable: true,
  3188. value: rotation
  3189. },
  3190. quaternion: {
  3191. configurable: true,
  3192. enumerable: true,
  3193. value: quaternion
  3194. },
  3195. scale: {
  3196. configurable: true,
  3197. enumerable: true,
  3198. value: scale
  3199. },
  3200. modelViewMatrix: {
  3201. value: new Matrix4()
  3202. },
  3203. normalMatrix: {
  3204. value: new Matrix3()
  3205. }
  3206. } );
  3207. this.matrix = new Matrix4();
  3208. this.matrixWorld = new Matrix4();
  3209. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3210. this.matrixWorldNeedsUpdate = false;
  3211. this.layers = new Layers();
  3212. this.visible = true;
  3213. this.castShadow = false;
  3214. this.receiveShadow = false;
  3215. this.frustumCulled = true;
  3216. this.renderOrder = 0;
  3217. this.userData = {};
  3218. }
  3219. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3220. Object3D.DefaultMatrixAutoUpdate = true;
  3221. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3222. constructor: Object3D,
  3223. isObject3D: true,
  3224. onBeforeRender: function () {},
  3225. onAfterRender: function () {},
  3226. applyMatrix: function ( matrix ) {
  3227. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3228. this.matrix.premultiply( matrix );
  3229. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3230. },
  3231. applyQuaternion: function ( q ) {
  3232. this.quaternion.premultiply( q );
  3233. return this;
  3234. },
  3235. setRotationFromAxisAngle: function ( axis, angle ) {
  3236. // assumes axis is normalized
  3237. this.quaternion.setFromAxisAngle( axis, angle );
  3238. },
  3239. setRotationFromEuler: function ( euler ) {
  3240. this.quaternion.setFromEuler( euler, true );
  3241. },
  3242. setRotationFromMatrix: function ( m ) {
  3243. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3244. this.quaternion.setFromRotationMatrix( m );
  3245. },
  3246. setRotationFromQuaternion: function ( q ) {
  3247. // assumes q is normalized
  3248. this.quaternion.copy( q );
  3249. },
  3250. rotateOnAxis: function ( axis, angle ) {
  3251. // rotate object on axis in object space
  3252. // axis is assumed to be normalized
  3253. _q1.setFromAxisAngle( axis, angle );
  3254. this.quaternion.multiply( _q1 );
  3255. return this;
  3256. },
  3257. rotateOnWorldAxis: function ( axis, angle ) {
  3258. // rotate object on axis in world space
  3259. // axis is assumed to be normalized
  3260. // method assumes no rotated parent
  3261. _q1.setFromAxisAngle( axis, angle );
  3262. this.quaternion.premultiply( _q1 );
  3263. return this;
  3264. },
  3265. rotateX: function ( angle ) {
  3266. return this.rotateOnAxis( _xAxis, angle );
  3267. },
  3268. rotateY: function ( angle ) {
  3269. return this.rotateOnAxis( _yAxis, angle );
  3270. },
  3271. rotateZ: function ( angle ) {
  3272. return this.rotateOnAxis( _zAxis, angle );
  3273. },
  3274. translateOnAxis: function ( axis, distance ) {
  3275. // translate object by distance along axis in object space
  3276. // axis is assumed to be normalized
  3277. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3278. this.position.add( _v1$1.multiplyScalar( distance ) );
  3279. return this;
  3280. },
  3281. translateX: function ( distance ) {
  3282. return this.translateOnAxis( _xAxis, distance );
  3283. },
  3284. translateY: function ( distance ) {
  3285. return this.translateOnAxis( _yAxis, distance );
  3286. },
  3287. translateZ: function ( distance ) {
  3288. return this.translateOnAxis( _zAxis, distance );
  3289. },
  3290. localToWorld: function ( vector ) {
  3291. return vector.applyMatrix4( this.matrixWorld );
  3292. },
  3293. worldToLocal: function ( vector ) {
  3294. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3295. },
  3296. lookAt: function ( x, y, z ) {
  3297. // This method does not support objects having non-uniformly-scaled parent(s)
  3298. if ( x.isVector3 ) {
  3299. _target.copy( x );
  3300. } else {
  3301. _target.set( x, y, z );
  3302. }
  3303. var parent = this.parent;
  3304. this.updateWorldMatrix( true, false );
  3305. _position.setFromMatrixPosition( this.matrixWorld );
  3306. if ( this.isCamera || this.isLight ) {
  3307. _m1$1.lookAt( _position, _target, this.up );
  3308. } else {
  3309. _m1$1.lookAt( _target, _position, this.up );
  3310. }
  3311. this.quaternion.setFromRotationMatrix( _m1$1 );
  3312. if ( parent ) {
  3313. _m1$1.extractRotation( parent.matrixWorld );
  3314. _q1.setFromRotationMatrix( _m1$1 );
  3315. this.quaternion.premultiply( _q1.inverse() );
  3316. }
  3317. },
  3318. add: function ( object ) {
  3319. if ( arguments.length > 1 ) {
  3320. for ( var i = 0; i < arguments.length; i ++ ) {
  3321. this.add( arguments[ i ] );
  3322. }
  3323. return this;
  3324. }
  3325. if ( object === this ) {
  3326. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3327. return this;
  3328. }
  3329. if ( ( object && object.isObject3D ) ) {
  3330. if ( object.parent !== null ) {
  3331. object.parent.remove( object );
  3332. }
  3333. object.parent = this;
  3334. this.children.push( object );
  3335. object.dispatchEvent( _addedEvent );
  3336. } else {
  3337. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3338. }
  3339. return this;
  3340. },
  3341. remove: function ( object ) {
  3342. if ( arguments.length > 1 ) {
  3343. for ( var i = 0; i < arguments.length; i ++ ) {
  3344. this.remove( arguments[ i ] );
  3345. }
  3346. return this;
  3347. }
  3348. var index = this.children.indexOf( object );
  3349. if ( index !== - 1 ) {
  3350. object.parent = null;
  3351. this.children.splice( index, 1 );
  3352. object.dispatchEvent( _removedEvent );
  3353. }
  3354. return this;
  3355. },
  3356. attach: function ( object ) {
  3357. // adds object as a child of this, while maintaining the object's world transform
  3358. this.updateWorldMatrix( true, false );
  3359. _m1$1.getInverse( this.matrixWorld );
  3360. if ( object.parent !== null ) {
  3361. object.parent.updateWorldMatrix( true, false );
  3362. _m1$1.multiply( object.parent.matrixWorld );
  3363. }
  3364. object.applyMatrix( _m1$1 );
  3365. object.updateWorldMatrix( false, false );
  3366. this.add( object );
  3367. return this;
  3368. },
  3369. getObjectById: function ( id ) {
  3370. return this.getObjectByProperty( 'id', id );
  3371. },
  3372. getObjectByName: function ( name ) {
  3373. return this.getObjectByProperty( 'name', name );
  3374. },
  3375. getObjectByProperty: function ( name, value ) {
  3376. if ( this[ name ] === value ) { return this; }
  3377. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3378. var child = this.children[ i ];
  3379. var object = child.getObjectByProperty( name, value );
  3380. if ( object !== undefined ) {
  3381. return object;
  3382. }
  3383. }
  3384. return undefined;
  3385. },
  3386. getWorldPosition: function ( target ) {
  3387. if ( target === undefined ) {
  3388. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3389. target = new Vector3();
  3390. }
  3391. this.updateMatrixWorld( true );
  3392. return target.setFromMatrixPosition( this.matrixWorld );
  3393. },
  3394. getWorldQuaternion: function ( target ) {
  3395. if ( target === undefined ) {
  3396. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3397. target = new Quaternion();
  3398. }
  3399. this.updateMatrixWorld( true );
  3400. this.matrixWorld.decompose( _position, target, _scale );
  3401. return target;
  3402. },
  3403. getWorldScale: function ( target ) {
  3404. if ( target === undefined ) {
  3405. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3406. target = new Vector3();
  3407. }
  3408. this.updateMatrixWorld( true );
  3409. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3410. return target;
  3411. },
  3412. getWorldDirection: function ( target ) {
  3413. if ( target === undefined ) {
  3414. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3415. target = new Vector3();
  3416. }
  3417. this.updateMatrixWorld( true );
  3418. var e = this.matrixWorld.elements;
  3419. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3420. },
  3421. raycast: function () {},
  3422. traverse: function ( callback ) {
  3423. callback( this );
  3424. var children = this.children;
  3425. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3426. children[ i ].traverse( callback );
  3427. }
  3428. },
  3429. traverseVisible: function ( callback ) {
  3430. if ( this.visible === false ) { return; }
  3431. callback( this );
  3432. var children = this.children;
  3433. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3434. children[ i ].traverseVisible( callback );
  3435. }
  3436. },
  3437. traverseAncestors: function ( callback ) {
  3438. var parent = this.parent;
  3439. if ( parent !== null ) {
  3440. callback( parent );
  3441. parent.traverseAncestors( callback );
  3442. }
  3443. },
  3444. updateMatrix: function () {
  3445. this.matrix.compose( this.position, this.quaternion, this.scale );
  3446. this.matrixWorldNeedsUpdate = true;
  3447. },
  3448. updateMatrixWorld: function ( force ) {
  3449. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3450. if ( this.matrixWorldNeedsUpdate || force ) {
  3451. if ( this.parent === null ) {
  3452. this.matrixWorld.copy( this.matrix );
  3453. } else {
  3454. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3455. }
  3456. this.matrixWorldNeedsUpdate = false;
  3457. force = true;
  3458. }
  3459. // update children
  3460. var children = this.children;
  3461. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3462. children[ i ].updateMatrixWorld( force );
  3463. }
  3464. },
  3465. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3466. var parent = this.parent;
  3467. if ( updateParents === true && parent !== null ) {
  3468. parent.updateWorldMatrix( true, false );
  3469. }
  3470. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3471. if ( this.parent === null ) {
  3472. this.matrixWorld.copy( this.matrix );
  3473. } else {
  3474. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3475. }
  3476. // update children
  3477. if ( updateChildren === true ) {
  3478. var children = this.children;
  3479. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3480. children[ i ].updateWorldMatrix( false, true );
  3481. }
  3482. }
  3483. },
  3484. toJSON: function ( meta ) {
  3485. // meta is a string when called from JSON.stringify
  3486. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3487. var output = {};
  3488. // meta is a hash used to collect geometries, materials.
  3489. // not providing it implies that this is the root object
  3490. // being serialized.
  3491. if ( isRootObject ) {
  3492. // initialize meta obj
  3493. meta = {
  3494. geometries: {},
  3495. materials: {},
  3496. textures: {},
  3497. images: {},
  3498. shapes: {}
  3499. };
  3500. output.metadata = {
  3501. version: 4.5,
  3502. type: 'Object',
  3503. generator: 'Object3D.toJSON'
  3504. };
  3505. }
  3506. // standard Object3D serialization
  3507. var object = {};
  3508. object.uuid = this.uuid;
  3509. object.type = this.type;
  3510. if ( this.name !== '' ) { object.name = this.name; }
  3511. if ( this.castShadow === true ) { object.castShadow = true; }
  3512. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3513. if ( this.visible === false ) { object.visible = false; }
  3514. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3515. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3516. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3517. object.layers = this.layers.mask;
  3518. object.matrix = this.matrix.toArray();
  3519. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3520. // object specific properties
  3521. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3522. if ( this.isInstancedMesh ) {
  3523. object.type = 'InstancedMesh';
  3524. object.count = this.count;
  3525. object.instanceMatrix = this.instanceMatrix.toJSON();
  3526. }
  3527. //
  3528. function serialize( library, element ) {
  3529. if ( library[ element.uuid ] === undefined ) {
  3530. library[ element.uuid ] = element.toJSON( meta );
  3531. }
  3532. return element.uuid;
  3533. }
  3534. if ( this.isMesh || this.isLine || this.isPoints ) {
  3535. object.geometry = serialize( meta.geometries, this.geometry );
  3536. var parameters = this.geometry.parameters;
  3537. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3538. var shapes = parameters.shapes;
  3539. if ( Array.isArray( shapes ) ) {
  3540. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3541. var shape = shapes[ i ];
  3542. serialize( meta.shapes, shape );
  3543. }
  3544. } else {
  3545. serialize( meta.shapes, shapes );
  3546. }
  3547. }
  3548. }
  3549. if ( this.material !== undefined ) {
  3550. if ( Array.isArray( this.material ) ) {
  3551. var uuids = [];
  3552. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3553. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3554. }
  3555. object.material = uuids;
  3556. } else {
  3557. object.material = serialize( meta.materials, this.material );
  3558. }
  3559. }
  3560. //
  3561. if ( this.children.length > 0 ) {
  3562. object.children = [];
  3563. for ( var i = 0; i < this.children.length; i ++ ) {
  3564. object.children.push( this.children[ i ].toJSON( meta ).object );
  3565. }
  3566. }
  3567. if ( isRootObject ) {
  3568. var geometries = extractFromCache( meta.geometries );
  3569. var materials = extractFromCache( meta.materials );
  3570. var textures = extractFromCache( meta.textures );
  3571. var images = extractFromCache( meta.images );
  3572. var shapes = extractFromCache( meta.shapes );
  3573. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3574. if ( materials.length > 0 ) { output.materials = materials; }
  3575. if ( textures.length > 0 ) { output.textures = textures; }
  3576. if ( images.length > 0 ) { output.images = images; }
  3577. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3578. }
  3579. output.object = object;
  3580. return output;
  3581. // extract data from the cache hash
  3582. // remove metadata on each item
  3583. // and return as array
  3584. function extractFromCache( cache ) {
  3585. var values = [];
  3586. for ( var key in cache ) {
  3587. var data = cache[ key ];
  3588. delete data.metadata;
  3589. values.push( data );
  3590. }
  3591. return values;
  3592. }
  3593. },
  3594. clone: function ( recursive ) {
  3595. return new this.constructor().copy( this, recursive );
  3596. },
  3597. copy: function ( source, recursive ) {
  3598. if ( recursive === undefined ) { recursive = true; }
  3599. this.name = source.name;
  3600. this.up.copy( source.up );
  3601. this.position.copy( source.position );
  3602. this.quaternion.copy( source.quaternion );
  3603. this.scale.copy( source.scale );
  3604. this.matrix.copy( source.matrix );
  3605. this.matrixWorld.copy( source.matrixWorld );
  3606. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3607. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3608. this.layers.mask = source.layers.mask;
  3609. this.visible = source.visible;
  3610. this.castShadow = source.castShadow;
  3611. this.receiveShadow = source.receiveShadow;
  3612. this.frustumCulled = source.frustumCulled;
  3613. this.renderOrder = source.renderOrder;
  3614. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3615. if ( recursive === true ) {
  3616. for ( var i = 0; i < source.children.length; i ++ ) {
  3617. var child = source.children[ i ];
  3618. this.add( child.clone() );
  3619. }
  3620. }
  3621. return this;
  3622. }
  3623. } );
  3624. /**
  3625. * @author mrdoob / http://mrdoob.com/
  3626. */
  3627. function Scene() {
  3628. Object3D.call( this );
  3629. this.type = 'Scene';
  3630. this.background = null;
  3631. this.fog = null;
  3632. this.overrideMaterial = null;
  3633. this.autoUpdate = true; // checked by the renderer
  3634. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3635. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3636. }
  3637. }
  3638. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3639. constructor: Scene,
  3640. isScene: true,
  3641. copy: function ( source, recursive ) {
  3642. Object3D.prototype.copy.call( this, source, recursive );
  3643. if ( source.background !== null ) { this.background = source.background.clone(); }
  3644. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3645. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3646. this.autoUpdate = source.autoUpdate;
  3647. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3648. return this;
  3649. },
  3650. toJSON: function ( meta ) {
  3651. var data = Object3D.prototype.toJSON.call( this, meta );
  3652. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3653. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3654. return data;
  3655. },
  3656. dispose: function () {
  3657. this.dispatchEvent( { type: 'dispose' } );
  3658. }
  3659. } );
  3660. var _points = [
  3661. new Vector3(),
  3662. new Vector3(),
  3663. new Vector3(),
  3664. new Vector3(),
  3665. new Vector3(),
  3666. new Vector3(),
  3667. new Vector3(),
  3668. new Vector3()
  3669. ];
  3670. var _vector$2 = new Vector3();
  3671. var _box = new Box3();
  3672. // triangle centered vertices
  3673. var _v0 = new Vector3();
  3674. var _v1$2 = new Vector3();
  3675. var _v2 = new Vector3();
  3676. // triangle edge vectors
  3677. var _f0 = new Vector3();
  3678. var _f1 = new Vector3();
  3679. var _f2 = new Vector3();
  3680. var _center = new Vector3();
  3681. var _extents = new Vector3();
  3682. var _triangleNormal = new Vector3();
  3683. var _testAxis = new Vector3();
  3684. /**
  3685. * @author bhouston / http://clara.io
  3686. * @author WestLangley / http://github.com/WestLangley
  3687. */
  3688. function Box3( min, max ) {
  3689. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3690. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3691. }
  3692. Object.assign( Box3.prototype, {
  3693. isBox3: true,
  3694. set: function ( min, max ) {
  3695. this.min.copy( min );
  3696. this.max.copy( max );
  3697. return this;
  3698. },
  3699. setFromArray: function ( array ) {
  3700. var minX = + Infinity;
  3701. var minY = + Infinity;
  3702. var minZ = + Infinity;
  3703. var maxX = - Infinity;
  3704. var maxY = - Infinity;
  3705. var maxZ = - Infinity;
  3706. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3707. var x = array[ i ];
  3708. var y = array[ i + 1 ];
  3709. var z = array[ i + 2 ];
  3710. if ( x < minX ) { minX = x; }
  3711. if ( y < minY ) { minY = y; }
  3712. if ( z < minZ ) { minZ = z; }
  3713. if ( x > maxX ) { maxX = x; }
  3714. if ( y > maxY ) { maxY = y; }
  3715. if ( z > maxZ ) { maxZ = z; }
  3716. }
  3717. this.min.set( minX, minY, minZ );
  3718. this.max.set( maxX, maxY, maxZ );
  3719. return this;
  3720. },
  3721. setFromBufferAttribute: function ( attribute ) {
  3722. var minX = + Infinity;
  3723. var minY = + Infinity;
  3724. var minZ = + Infinity;
  3725. var maxX = - Infinity;
  3726. var maxY = - Infinity;
  3727. var maxZ = - Infinity;
  3728. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3729. var x = attribute.getX( i );
  3730. var y = attribute.getY( i );
  3731. var z = attribute.getZ( i );
  3732. if ( x < minX ) { minX = x; }
  3733. if ( y < minY ) { minY = y; }
  3734. if ( z < minZ ) { minZ = z; }
  3735. if ( x > maxX ) { maxX = x; }
  3736. if ( y > maxY ) { maxY = y; }
  3737. if ( z > maxZ ) { maxZ = z; }
  3738. }
  3739. this.min.set( minX, minY, minZ );
  3740. this.max.set( maxX, maxY, maxZ );
  3741. return this;
  3742. },
  3743. setFromPoints: function ( points ) {
  3744. this.makeEmpty();
  3745. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3746. this.expandByPoint( points[ i ] );
  3747. }
  3748. return this;
  3749. },
  3750. setFromCenterAndSize: function ( center, size ) {
  3751. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3752. this.min.copy( center ).sub( halfSize );
  3753. this.max.copy( center ).add( halfSize );
  3754. return this;
  3755. },
  3756. setFromObject: function ( object ) {
  3757. this.makeEmpty();
  3758. return this.expandByObject( object );
  3759. },
  3760. clone: function () {
  3761. return new this.constructor().copy( this );
  3762. },
  3763. copy: function ( box ) {
  3764. this.min.copy( box.min );
  3765. this.max.copy( box.max );
  3766. return this;
  3767. },
  3768. makeEmpty: function () {
  3769. this.min.x = this.min.y = this.min.z = + Infinity;
  3770. this.max.x = this.max.y = this.max.z = - Infinity;
  3771. return this;
  3772. },
  3773. isEmpty: function () {
  3774. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3775. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3776. },
  3777. getCenter: function ( target ) {
  3778. if ( target === undefined ) {
  3779. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3780. target = new Vector3();
  3781. }
  3782. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3783. },
  3784. getSize: function ( target ) {
  3785. if ( target === undefined ) {
  3786. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3787. target = new Vector3();
  3788. }
  3789. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3790. },
  3791. expandByPoint: function ( point ) {
  3792. this.min.min( point );
  3793. this.max.max( point );
  3794. return this;
  3795. },
  3796. expandByVector: function ( vector ) {
  3797. this.min.sub( vector );
  3798. this.max.add( vector );
  3799. return this;
  3800. },
  3801. expandByScalar: function ( scalar ) {
  3802. this.min.addScalar( - scalar );
  3803. this.max.addScalar( scalar );
  3804. return this;
  3805. },
  3806. expandByObject: function ( object ) {
  3807. // Computes the world-axis-aligned bounding box of an object (including its children),
  3808. // accounting for both the object's, and children's, world transforms
  3809. object.updateWorldMatrix( false, false );
  3810. var geometry = object.geometry;
  3811. if ( geometry !== undefined ) {
  3812. if ( geometry.boundingBox === null ) {
  3813. geometry.computeBoundingBox();
  3814. }
  3815. _box.copy( geometry.boundingBox );
  3816. _box.applyMatrix4( object.matrixWorld );
  3817. this.expandByPoint( _box.min );
  3818. this.expandByPoint( _box.max );
  3819. }
  3820. var children = object.children;
  3821. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3822. this.expandByObject( children[ i ] );
  3823. }
  3824. return this;
  3825. },
  3826. containsPoint: function ( point ) {
  3827. return point.x < this.min.x || point.x > this.max.x ||
  3828. point.y < this.min.y || point.y > this.max.y ||
  3829. point.z < this.min.z || point.z > this.max.z ? false : true;
  3830. },
  3831. containsBox: function ( box ) {
  3832. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3833. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3834. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3835. },
  3836. getParameter: function ( point, target ) {
  3837. // This can potentially have a divide by zero if the box
  3838. // has a size dimension of 0.
  3839. if ( target === undefined ) {
  3840. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3841. target = new Vector3();
  3842. }
  3843. return target.set(
  3844. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3845. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3846. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3847. );
  3848. },
  3849. intersectsBox: function ( box ) {
  3850. // using 6 splitting planes to rule out intersections.
  3851. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3852. box.max.y < this.min.y || box.min.y > this.max.y ||
  3853. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3854. },
  3855. intersectsSphere: function ( sphere ) {
  3856. // Find the point on the AABB closest to the sphere center.
  3857. this.clampPoint( sphere.center, _vector$2 );
  3858. // If that point is inside the sphere, the AABB and sphere intersect.
  3859. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3860. },
  3861. intersectsPlane: function ( plane ) {
  3862. // We compute the minimum and maximum dot product values. If those values
  3863. // are on the same side (back or front) of the plane, then there is no intersection.
  3864. var min, max;
  3865. if ( plane.normal.x > 0 ) {
  3866. min = plane.normal.x * this.min.x;
  3867. max = plane.normal.x * this.max.x;
  3868. } else {
  3869. min = plane.normal.x * this.max.x;
  3870. max = plane.normal.x * this.min.x;
  3871. }
  3872. if ( plane.normal.y > 0 ) {
  3873. min += plane.normal.y * this.min.y;
  3874. max += plane.normal.y * this.max.y;
  3875. } else {
  3876. min += plane.normal.y * this.max.y;
  3877. max += plane.normal.y * this.min.y;
  3878. }
  3879. if ( plane.normal.z > 0 ) {
  3880. min += plane.normal.z * this.min.z;
  3881. max += plane.normal.z * this.max.z;
  3882. } else {
  3883. min += plane.normal.z * this.max.z;
  3884. max += plane.normal.z * this.min.z;
  3885. }
  3886. return ( min <= - plane.constant && max >= - plane.constant );
  3887. },
  3888. intersectsTriangle: function ( triangle ) {
  3889. if ( this.isEmpty() ) {
  3890. return false;
  3891. }
  3892. // compute box center and extents
  3893. this.getCenter( _center );
  3894. _extents.subVectors( this.max, _center );
  3895. // translate triangle to aabb origin
  3896. _v0.subVectors( triangle.a, _center );
  3897. _v1$2.subVectors( triangle.b, _center );
  3898. _v2.subVectors( triangle.c, _center );
  3899. // compute edge vectors for triangle
  3900. _f0.subVectors( _v1$2, _v0 );
  3901. _f1.subVectors( _v2, _v1$2 );
  3902. _f2.subVectors( _v0, _v2 );
  3903. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3904. // 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
  3905. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3906. var axes = [
  3907. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3908. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3909. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3910. ];
  3911. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3912. return false;
  3913. }
  3914. // test 3 face normals from the aabb
  3915. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3916. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3917. return false;
  3918. }
  3919. // finally testing the face normal of the triangle
  3920. // use already existing triangle edge vectors here
  3921. _triangleNormal.crossVectors( _f0, _f1 );
  3922. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3923. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3924. },
  3925. clampPoint: function ( point, target ) {
  3926. if ( target === undefined ) {
  3927. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3928. target = new Vector3();
  3929. }
  3930. return target.copy( point ).clamp( this.min, this.max );
  3931. },
  3932. distanceToPoint: function ( point ) {
  3933. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3934. return clampedPoint.sub( point ).length();
  3935. },
  3936. getBoundingSphere: function ( target ) {
  3937. if ( target === undefined ) {
  3938. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3939. //target = new Sphere(); // removed to avoid cyclic dependency
  3940. }
  3941. this.getCenter( target.center );
  3942. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3943. return target;
  3944. },
  3945. intersect: function ( box ) {
  3946. this.min.max( box.min );
  3947. this.max.min( box.max );
  3948. // 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.
  3949. if ( this.isEmpty() ) { this.makeEmpty(); }
  3950. return this;
  3951. },
  3952. union: function ( box ) {
  3953. this.min.min( box.min );
  3954. this.max.max( box.max );
  3955. return this;
  3956. },
  3957. applyMatrix4: function ( matrix ) {
  3958. // transform of empty box is an empty box.
  3959. if ( this.isEmpty() ) { return this; }
  3960. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3961. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3962. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3963. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3964. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3965. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3966. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3967. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3968. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3969. this.setFromPoints( _points );
  3970. return this;
  3971. },
  3972. translate: function ( offset ) {
  3973. this.min.add( offset );
  3974. this.max.add( offset );
  3975. return this;
  3976. },
  3977. equals: function ( box ) {
  3978. return box.min.equals( this.min ) && box.max.equals( this.max );
  3979. }
  3980. } );
  3981. function satForAxes( axes, v0, v1, v2, extents ) {
  3982. var i, j;
  3983. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3984. _testAxis.fromArray( axes, i );
  3985. // project the aabb onto the seperating axis
  3986. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3987. // project all 3 vertices of the triangle onto the seperating axis
  3988. var p0 = v0.dot( _testAxis );
  3989. var p1 = v1.dot( _testAxis );
  3990. var p2 = v2.dot( _testAxis );
  3991. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3992. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3993. // points of the projected triangle are outside the projected half-length of the aabb
  3994. // the axis is seperating and we can exit
  3995. return false;
  3996. }
  3997. }
  3998. return true;
  3999. }
  4000. var _box$1 = new Box3();
  4001. /**
  4002. * @author bhouston / http://clara.io
  4003. * @author mrdoob / http://mrdoob.com/
  4004. */
  4005. function Sphere( center, radius ) {
  4006. this.center = ( center !== undefined ) ? center : new Vector3();
  4007. this.radius = ( radius !== undefined ) ? radius : 0;
  4008. }
  4009. Object.assign( Sphere.prototype, {
  4010. set: function ( center, radius ) {
  4011. this.center.copy( center );
  4012. this.radius = radius;
  4013. return this;
  4014. },
  4015. setFromPoints: function ( points, optionalCenter ) {
  4016. var center = this.center;
  4017. if ( optionalCenter !== undefined ) {
  4018. center.copy( optionalCenter );
  4019. } else {
  4020. _box$1.setFromPoints( points ).getCenter( center );
  4021. }
  4022. var maxRadiusSq = 0;
  4023. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4024. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4025. }
  4026. this.radius = Math.sqrt( maxRadiusSq );
  4027. return this;
  4028. },
  4029. clone: function () {
  4030. return new this.constructor().copy( this );
  4031. },
  4032. copy: function ( sphere ) {
  4033. this.center.copy( sphere.center );
  4034. this.radius = sphere.radius;
  4035. return this;
  4036. },
  4037. empty: function () {
  4038. return ( this.radius <= 0 );
  4039. },
  4040. containsPoint: function ( point ) {
  4041. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4042. },
  4043. distanceToPoint: function ( point ) {
  4044. return ( point.distanceTo( this.center ) - this.radius );
  4045. },
  4046. intersectsSphere: function ( sphere ) {
  4047. var radiusSum = this.radius + sphere.radius;
  4048. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4049. },
  4050. intersectsBox: function ( box ) {
  4051. return box.intersectsSphere( this );
  4052. },
  4053. intersectsPlane: function ( plane ) {
  4054. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4055. },
  4056. clampPoint: function ( point, target ) {
  4057. var deltaLengthSq = this.center.distanceToSquared( point );
  4058. if ( target === undefined ) {
  4059. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4060. target = new Vector3();
  4061. }
  4062. target.copy( point );
  4063. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4064. target.sub( this.center ).normalize();
  4065. target.multiplyScalar( this.radius ).add( this.center );
  4066. }
  4067. return target;
  4068. },
  4069. getBoundingBox: function ( target ) {
  4070. if ( target === undefined ) {
  4071. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4072. target = new Box3();
  4073. }
  4074. target.set( this.center, this.center );
  4075. target.expandByScalar( this.radius );
  4076. return target;
  4077. },
  4078. applyMatrix4: function ( matrix ) {
  4079. this.center.applyMatrix4( matrix );
  4080. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4081. return this;
  4082. },
  4083. translate: function ( offset ) {
  4084. this.center.add( offset );
  4085. return this;
  4086. },
  4087. equals: function ( sphere ) {
  4088. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4089. }
  4090. } );
  4091. var _vector$3 = new Vector3();
  4092. var _segCenter = new Vector3();
  4093. var _segDir = new Vector3();
  4094. var _diff = new Vector3();
  4095. var _edge1 = new Vector3();
  4096. var _edge2 = new Vector3();
  4097. var _normal = new Vector3();
  4098. /**
  4099. * @author bhouston / http://clara.io
  4100. */
  4101. function Ray( origin, direction ) {
  4102. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4103. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4104. }
  4105. Object.assign( Ray.prototype, {
  4106. set: function ( origin, direction ) {
  4107. this.origin.copy( origin );
  4108. this.direction.copy( direction );
  4109. return this;
  4110. },
  4111. clone: function () {
  4112. return new this.constructor().copy( this );
  4113. },
  4114. copy: function ( ray ) {
  4115. this.origin.copy( ray.origin );
  4116. this.direction.copy( ray.direction );
  4117. return this;
  4118. },
  4119. at: function ( t, target ) {
  4120. if ( target === undefined ) {
  4121. console.warn( 'THREE.Ray: .at() target is now required' );
  4122. target = new Vector3();
  4123. }
  4124. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4125. },
  4126. lookAt: function ( v ) {
  4127. this.direction.copy( v ).sub( this.origin ).normalize();
  4128. return this;
  4129. },
  4130. recast: function ( t ) {
  4131. this.origin.copy( this.at( t, _vector$3 ) );
  4132. return this;
  4133. },
  4134. closestPointToPoint: function ( point, target ) {
  4135. if ( target === undefined ) {
  4136. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4137. target = new Vector3();
  4138. }
  4139. target.subVectors( point, this.origin );
  4140. var directionDistance = target.dot( this.direction );
  4141. if ( directionDistance < 0 ) {
  4142. return target.copy( this.origin );
  4143. }
  4144. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4145. },
  4146. distanceToPoint: function ( point ) {
  4147. return Math.sqrt( this.distanceSqToPoint( point ) );
  4148. },
  4149. distanceSqToPoint: function ( point ) {
  4150. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4151. // point behind the ray
  4152. if ( directionDistance < 0 ) {
  4153. return this.origin.distanceToSquared( point );
  4154. }
  4155. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4156. return _vector$3.distanceToSquared( point );
  4157. },
  4158. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4159. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4160. // It returns the min distance between the ray and the segment
  4161. // defined by v0 and v1
  4162. // It can also set two optional targets :
  4163. // - The closest point on the ray
  4164. // - The closest point on the segment
  4165. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4166. _segDir.copy( v1 ).sub( v0 ).normalize();
  4167. _diff.copy( this.origin ).sub( _segCenter );
  4168. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4169. var a01 = - this.direction.dot( _segDir );
  4170. var b0 = _diff.dot( this.direction );
  4171. var b1 = - _diff.dot( _segDir );
  4172. var c = _diff.lengthSq();
  4173. var det = Math.abs( 1 - a01 * a01 );
  4174. var s0, s1, sqrDist, extDet;
  4175. if ( det > 0 ) {
  4176. // The ray and segment are not parallel.
  4177. s0 = a01 * b1 - b0;
  4178. s1 = a01 * b0 - b1;
  4179. extDet = segExtent * det;
  4180. if ( s0 >= 0 ) {
  4181. if ( s1 >= - extDet ) {
  4182. if ( s1 <= extDet ) {
  4183. // region 0
  4184. // Minimum at interior points of ray and segment.
  4185. var invDet = 1 / det;
  4186. s0 *= invDet;
  4187. s1 *= invDet;
  4188. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4189. } else {
  4190. // region 1
  4191. s1 = segExtent;
  4192. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4193. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4194. }
  4195. } else {
  4196. // region 5
  4197. s1 = - segExtent;
  4198. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4199. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4200. }
  4201. } else {
  4202. if ( s1 <= - extDet ) {
  4203. // region 4
  4204. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4205. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4206. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4207. } else if ( s1 <= extDet ) {
  4208. // region 3
  4209. s0 = 0;
  4210. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4211. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4212. } else {
  4213. // region 2
  4214. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4215. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4216. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4217. }
  4218. }
  4219. } else {
  4220. // Ray and segment are parallel.
  4221. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4222. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4223. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4224. }
  4225. if ( optionalPointOnRay ) {
  4226. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4227. }
  4228. if ( optionalPointOnSegment ) {
  4229. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4230. }
  4231. return sqrDist;
  4232. },
  4233. intersectSphere: function ( sphere, target ) {
  4234. _vector$3.subVectors( sphere.center, this.origin );
  4235. var tca = _vector$3.dot( this.direction );
  4236. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4237. var radius2 = sphere.radius * sphere.radius;
  4238. if ( d2 > radius2 ) { return null; }
  4239. var thc = Math.sqrt( radius2 - d2 );
  4240. // t0 = first intersect point - entrance on front of sphere
  4241. var t0 = tca - thc;
  4242. // t1 = second intersect point - exit point on back of sphere
  4243. var t1 = tca + thc;
  4244. // test to see if both t0 and t1 are behind the ray - if so, return null
  4245. if ( t0 < 0 && t1 < 0 ) { return null; }
  4246. // test to see if t0 is behind the ray:
  4247. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4248. // in order to always return an intersect point that is in front of the ray.
  4249. if ( t0 < 0 ) { return this.at( t1, target ); }
  4250. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4251. return this.at( t0, target );
  4252. },
  4253. intersectsSphere: function ( sphere ) {
  4254. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4255. },
  4256. distanceToPlane: function ( plane ) {
  4257. var denominator = plane.normal.dot( this.direction );
  4258. if ( denominator === 0 ) {
  4259. // line is coplanar, return origin
  4260. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4261. return 0;
  4262. }
  4263. // Null is preferable to undefined since undefined means.... it is undefined
  4264. return null;
  4265. }
  4266. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4267. // Return if the ray never intersects the plane
  4268. return t >= 0 ? t : null;
  4269. },
  4270. intersectPlane: function ( plane, target ) {
  4271. var t = this.distanceToPlane( plane );
  4272. if ( t === null ) {
  4273. return null;
  4274. }
  4275. return this.at( t, target );
  4276. },
  4277. intersectsPlane: function ( plane ) {
  4278. // check if the ray lies on the plane first
  4279. var distToPoint = plane.distanceToPoint( this.origin );
  4280. if ( distToPoint === 0 ) {
  4281. return true;
  4282. }
  4283. var denominator = plane.normal.dot( this.direction );
  4284. if ( denominator * distToPoint < 0 ) {
  4285. return true;
  4286. }
  4287. // ray origin is behind the plane (and is pointing behind it)
  4288. return false;
  4289. },
  4290. intersectBox: function ( box, target ) {
  4291. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4292. var invdirx = 1 / this.direction.x,
  4293. invdiry = 1 / this.direction.y,
  4294. invdirz = 1 / this.direction.z;
  4295. var origin = this.origin;
  4296. if ( invdirx >= 0 ) {
  4297. tmin = ( box.min.x - origin.x ) * invdirx;
  4298. tmax = ( box.max.x - origin.x ) * invdirx;
  4299. } else {
  4300. tmin = ( box.max.x - origin.x ) * invdirx;
  4301. tmax = ( box.min.x - origin.x ) * invdirx;
  4302. }
  4303. if ( invdiry >= 0 ) {
  4304. tymin = ( box.min.y - origin.y ) * invdiry;
  4305. tymax = ( box.max.y - origin.y ) * invdiry;
  4306. } else {
  4307. tymin = ( box.max.y - origin.y ) * invdiry;
  4308. tymax = ( box.min.y - origin.y ) * invdiry;
  4309. }
  4310. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4311. // These lines also handle the case where tmin or tmax is NaN
  4312. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4313. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4314. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4315. if ( invdirz >= 0 ) {
  4316. tzmin = ( box.min.z - origin.z ) * invdirz;
  4317. tzmax = ( box.max.z - origin.z ) * invdirz;
  4318. } else {
  4319. tzmin = ( box.max.z - origin.z ) * invdirz;
  4320. tzmax = ( box.min.z - origin.z ) * invdirz;
  4321. }
  4322. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4323. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4324. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4325. //return point closest to the ray (positive side)
  4326. if ( tmax < 0 ) { return null; }
  4327. return this.at( tmin >= 0 ? tmin : tmax, target );
  4328. },
  4329. intersectsBox: function ( box ) {
  4330. return this.intersectBox( box, _vector$3 ) !== null;
  4331. },
  4332. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4333. // Compute the offset origin, edges, and normal.
  4334. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4335. _edge1.subVectors( b, a );
  4336. _edge2.subVectors( c, a );
  4337. _normal.crossVectors( _edge1, _edge2 );
  4338. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4339. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4340. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4341. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4342. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4343. var DdN = this.direction.dot( _normal );
  4344. var sign;
  4345. if ( DdN > 0 ) {
  4346. if ( backfaceCulling ) { return null; }
  4347. sign = 1;
  4348. } else if ( DdN < 0 ) {
  4349. sign = - 1;
  4350. DdN = - DdN;
  4351. } else {
  4352. return null;
  4353. }
  4354. _diff.subVectors( this.origin, a );
  4355. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4356. // b1 < 0, no intersection
  4357. if ( DdQxE2 < 0 ) {
  4358. return null;
  4359. }
  4360. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4361. // b2 < 0, no intersection
  4362. if ( DdE1xQ < 0 ) {
  4363. return null;
  4364. }
  4365. // b1+b2 > 1, no intersection
  4366. if ( DdQxE2 + DdE1xQ > DdN ) {
  4367. return null;
  4368. }
  4369. // Line intersects triangle, check if ray does.
  4370. var QdN = - sign * _diff.dot( _normal );
  4371. // t < 0, no intersection
  4372. if ( QdN < 0 ) {
  4373. return null;
  4374. }
  4375. // Ray intersects triangle.
  4376. return this.at( QdN / DdN, target );
  4377. },
  4378. applyMatrix4: function ( matrix4 ) {
  4379. this.origin.applyMatrix4( matrix4 );
  4380. this.direction.transformDirection( matrix4 );
  4381. return this;
  4382. },
  4383. equals: function ( ray ) {
  4384. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4385. }
  4386. } );
  4387. /**
  4388. * @author bhouston / http://clara.io
  4389. */
  4390. var _vector1 = new Vector3();
  4391. var _vector2 = new Vector3();
  4392. var _normalMatrix = new Matrix3();
  4393. function Plane( normal, constant ) {
  4394. // normal is assumed to be normalized
  4395. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4396. this.constant = ( constant !== undefined ) ? constant : 0;
  4397. }
  4398. Object.assign( Plane.prototype, {
  4399. isPlane: true,
  4400. set: function ( normal, constant ) {
  4401. this.normal.copy( normal );
  4402. this.constant = constant;
  4403. return this;
  4404. },
  4405. setComponents: function ( x, y, z, w ) {
  4406. this.normal.set( x, y, z );
  4407. this.constant = w;
  4408. return this;
  4409. },
  4410. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4411. this.normal.copy( normal );
  4412. this.constant = - point.dot( this.normal );
  4413. return this;
  4414. },
  4415. setFromCoplanarPoints: function ( a, b, c ) {
  4416. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4417. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4418. this.setFromNormalAndCoplanarPoint( normal, a );
  4419. return this;
  4420. },
  4421. clone: function () {
  4422. return new this.constructor().copy( this );
  4423. },
  4424. copy: function ( plane ) {
  4425. this.normal.copy( plane.normal );
  4426. this.constant = plane.constant;
  4427. return this;
  4428. },
  4429. normalize: function () {
  4430. // Note: will lead to a divide by zero if the plane is invalid.
  4431. var inverseNormalLength = 1.0 / this.normal.length();
  4432. this.normal.multiplyScalar( inverseNormalLength );
  4433. this.constant *= inverseNormalLength;
  4434. return this;
  4435. },
  4436. negate: function () {
  4437. this.constant *= - 1;
  4438. this.normal.negate();
  4439. return this;
  4440. },
  4441. distanceToPoint: function ( point ) {
  4442. return this.normal.dot( point ) + this.constant;
  4443. },
  4444. distanceToSphere: function ( sphere ) {
  4445. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4446. },
  4447. projectPoint: function ( point, target ) {
  4448. if ( target === undefined ) {
  4449. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4450. target = new Vector3();
  4451. }
  4452. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4453. },
  4454. intersectLine: function ( line, target ) {
  4455. if ( target === undefined ) {
  4456. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4457. target = new Vector3();
  4458. }
  4459. var direction = line.delta( _vector1 );
  4460. var denominator = this.normal.dot( direction );
  4461. if ( denominator === 0 ) {
  4462. // line is coplanar, return origin
  4463. if ( this.distanceToPoint( line.start ) === 0 ) {
  4464. return target.copy( line.start );
  4465. }
  4466. // Unsure if this is the correct method to handle this case.
  4467. return undefined;
  4468. }
  4469. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4470. if ( t < 0 || t > 1 ) {
  4471. return undefined;
  4472. }
  4473. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4474. },
  4475. intersectsLine: function ( line ) {
  4476. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4477. var startSign = this.distanceToPoint( line.start );
  4478. var endSign = this.distanceToPoint( line.end );
  4479. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4480. },
  4481. intersectsBox: function ( box ) {
  4482. return box.intersectsPlane( this );
  4483. },
  4484. intersectsSphere: function ( sphere ) {
  4485. return sphere.intersectsPlane( this );
  4486. },
  4487. coplanarPoint: function ( target ) {
  4488. if ( target === undefined ) {
  4489. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4490. target = new Vector3();
  4491. }
  4492. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4493. },
  4494. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4495. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4496. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4497. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4498. this.constant = - referencePoint.dot( normal );
  4499. return this;
  4500. },
  4501. translate: function ( offset ) {
  4502. this.constant -= offset.dot( this.normal );
  4503. return this;
  4504. },
  4505. equals: function ( plane ) {
  4506. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4507. }
  4508. } );
  4509. /**
  4510. * @author bhouston / http://clara.io
  4511. * @author mrdoob / http://mrdoob.com/
  4512. */
  4513. var _v0$1 = new Vector3();
  4514. var _v1$3 = new Vector3();
  4515. var _v2$1 = new Vector3();
  4516. var _v3 = new Vector3();
  4517. var _vab = new Vector3();
  4518. var _vac = new Vector3();
  4519. var _vbc = new Vector3();
  4520. var _vap = new Vector3();
  4521. var _vbp = new Vector3();
  4522. var _vcp = new Vector3();
  4523. function Triangle( a, b, c ) {
  4524. this.a = ( a !== undefined ) ? a : new Vector3();
  4525. this.b = ( b !== undefined ) ? b : new Vector3();
  4526. this.c = ( c !== undefined ) ? c : new Vector3();
  4527. }
  4528. Object.assign( Triangle, {
  4529. getNormal: function ( a, b, c, target ) {
  4530. if ( target === undefined ) {
  4531. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4532. target = new Vector3();
  4533. }
  4534. target.subVectors( c, b );
  4535. _v0$1.subVectors( a, b );
  4536. target.cross( _v0$1 );
  4537. var targetLengthSq = target.lengthSq();
  4538. if ( targetLengthSq > 0 ) {
  4539. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4540. }
  4541. return target.set( 0, 0, 0 );
  4542. },
  4543. // static/instance method to calculate barycentric coordinates
  4544. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4545. getBarycoord: function ( point, a, b, c, target ) {
  4546. _v0$1.subVectors( c, a );
  4547. _v1$3.subVectors( b, a );
  4548. _v2$1.subVectors( point, a );
  4549. var dot00 = _v0$1.dot( _v0$1 );
  4550. var dot01 = _v0$1.dot( _v1$3 );
  4551. var dot02 = _v0$1.dot( _v2$1 );
  4552. var dot11 = _v1$3.dot( _v1$3 );
  4553. var dot12 = _v1$3.dot( _v2$1 );
  4554. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4555. if ( target === undefined ) {
  4556. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4557. target = new Vector3();
  4558. }
  4559. // collinear or singular triangle
  4560. if ( denom === 0 ) {
  4561. // arbitrary location outside of triangle?
  4562. // not sure if this is the best idea, maybe should be returning undefined
  4563. return target.set( - 2, - 1, - 1 );
  4564. }
  4565. var invDenom = 1 / denom;
  4566. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4567. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4568. // barycentric coordinates must always sum to 1
  4569. return target.set( 1 - u - v, v, u );
  4570. },
  4571. containsPoint: function ( point, a, b, c ) {
  4572. Triangle.getBarycoord( point, a, b, c, _v3 );
  4573. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4574. },
  4575. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4576. this.getBarycoord( point, p1, p2, p3, _v3 );
  4577. target.set( 0, 0 );
  4578. target.addScaledVector( uv1, _v3.x );
  4579. target.addScaledVector( uv2, _v3.y );
  4580. target.addScaledVector( uv3, _v3.z );
  4581. return target;
  4582. },
  4583. isFrontFacing: function ( a, b, c, direction ) {
  4584. _v0$1.subVectors( c, b );
  4585. _v1$3.subVectors( a, b );
  4586. // strictly front facing
  4587. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4588. }
  4589. } );
  4590. Object.assign( Triangle.prototype, {
  4591. set: function ( a, b, c ) {
  4592. this.a.copy( a );
  4593. this.b.copy( b );
  4594. this.c.copy( c );
  4595. return this;
  4596. },
  4597. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4598. this.a.copy( points[ i0 ] );
  4599. this.b.copy( points[ i1 ] );
  4600. this.c.copy( points[ i2 ] );
  4601. return this;
  4602. },
  4603. clone: function () {
  4604. return new this.constructor().copy( this );
  4605. },
  4606. copy: function ( triangle ) {
  4607. this.a.copy( triangle.a );
  4608. this.b.copy( triangle.b );
  4609. this.c.copy( triangle.c );
  4610. return this;
  4611. },
  4612. getArea: function () {
  4613. _v0$1.subVectors( this.c, this.b );
  4614. _v1$3.subVectors( this.a, this.b );
  4615. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4616. },
  4617. getMidpoint: function ( target ) {
  4618. if ( target === undefined ) {
  4619. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4620. target = new Vector3();
  4621. }
  4622. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4623. },
  4624. getNormal: function ( target ) {
  4625. return Triangle.getNormal( this.a, this.b, this.c, target );
  4626. },
  4627. getPlane: function ( target ) {
  4628. if ( target === undefined ) {
  4629. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4630. target = new Plane();
  4631. }
  4632. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4633. },
  4634. getBarycoord: function ( point, target ) {
  4635. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4636. },
  4637. getUV: function ( point, uv1, uv2, uv3, target ) {
  4638. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4639. },
  4640. containsPoint: function ( point ) {
  4641. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4642. },
  4643. isFrontFacing: function ( direction ) {
  4644. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4645. },
  4646. intersectsBox: function ( box ) {
  4647. return box.intersectsTriangle( this );
  4648. },
  4649. closestPointToPoint: function ( p, target ) {
  4650. if ( target === undefined ) {
  4651. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4652. target = new Vector3();
  4653. }
  4654. var a = this.a, b = this.b, c = this.c;
  4655. var v, w;
  4656. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4657. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4658. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4659. // basically, we're distinguishing which of the voronoi regions of the triangle
  4660. // the point lies in with the minimum amount of redundant computation.
  4661. _vab.subVectors( b, a );
  4662. _vac.subVectors( c, a );
  4663. _vap.subVectors( p, a );
  4664. var d1 = _vab.dot( _vap );
  4665. var d2 = _vac.dot( _vap );
  4666. if ( d1 <= 0 && d2 <= 0 ) {
  4667. // vertex region of A; barycentric coords (1, 0, 0)
  4668. return target.copy( a );
  4669. }
  4670. _vbp.subVectors( p, b );
  4671. var d3 = _vab.dot( _vbp );
  4672. var d4 = _vac.dot( _vbp );
  4673. if ( d3 >= 0 && d4 <= d3 ) {
  4674. // vertex region of B; barycentric coords (0, 1, 0)
  4675. return target.copy( b );
  4676. }
  4677. var vc = d1 * d4 - d3 * d2;
  4678. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4679. v = d1 / ( d1 - d3 );
  4680. // edge region of AB; barycentric coords (1-v, v, 0)
  4681. return target.copy( a ).addScaledVector( _vab, v );
  4682. }
  4683. _vcp.subVectors( p, c );
  4684. var d5 = _vab.dot( _vcp );
  4685. var d6 = _vac.dot( _vcp );
  4686. if ( d6 >= 0 && d5 <= d6 ) {
  4687. // vertex region of C; barycentric coords (0, 0, 1)
  4688. return target.copy( c );
  4689. }
  4690. var vb = d5 * d2 - d1 * d6;
  4691. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4692. w = d2 / ( d2 - d6 );
  4693. // edge region of AC; barycentric coords (1-w, 0, w)
  4694. return target.copy( a ).addScaledVector( _vac, w );
  4695. }
  4696. var va = d3 * d6 - d5 * d4;
  4697. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4698. _vbc.subVectors( c, b );
  4699. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4700. // edge region of BC; barycentric coords (0, 1-w, w)
  4701. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4702. }
  4703. // face region
  4704. var denom = 1 / ( va + vb + vc );
  4705. // u = va * denom
  4706. v = vb * denom;
  4707. w = vc * denom;
  4708. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4709. },
  4710. equals: function ( triangle ) {
  4711. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4712. }
  4713. } );
  4714. /**
  4715. * @author mrdoob / http://mrdoob.com/
  4716. */
  4717. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4718. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4719. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4720. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4721. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4722. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4723. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4724. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4725. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4726. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4727. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4728. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4729. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4730. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4731. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4732. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4733. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4734. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4735. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4736. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4737. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4738. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4739. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4740. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4741. var _hslA = { h: 0, s: 0, l: 0 };
  4742. var _hslB = { h: 0, s: 0, l: 0 };
  4743. function Color( r, g, b ) {
  4744. if ( g === undefined && b === undefined ) {
  4745. // r is THREE.Color, hex or string
  4746. return this.set( r );
  4747. }
  4748. return this.setRGB( r, g, b );
  4749. }
  4750. function hue2rgb( p, q, t ) {
  4751. if ( t < 0 ) { t += 1; }
  4752. if ( t > 1 ) { t -= 1; }
  4753. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4754. if ( t < 1 / 2 ) { return q; }
  4755. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4756. return p;
  4757. }
  4758. function SRGBToLinear( c ) {
  4759. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4760. }
  4761. function LinearToSRGB( c ) {
  4762. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4763. }
  4764. Object.assign( Color.prototype, {
  4765. isColor: true,
  4766. r: 1, g: 1, b: 1,
  4767. set: function ( value ) {
  4768. if ( value && value.isColor ) {
  4769. this.copy( value );
  4770. } else if ( typeof value === 'number' ) {
  4771. this.setHex( value );
  4772. } else if ( typeof value === 'string' ) {
  4773. this.setStyle( value );
  4774. }
  4775. return this;
  4776. },
  4777. setScalar: function ( scalar ) {
  4778. this.r = scalar;
  4779. this.g = scalar;
  4780. this.b = scalar;
  4781. return this;
  4782. },
  4783. setHex: function ( hex ) {
  4784. hex = Math.floor( hex );
  4785. this.r = ( hex >> 16 & 255 ) / 255;
  4786. this.g = ( hex >> 8 & 255 ) / 255;
  4787. this.b = ( hex & 255 ) / 255;
  4788. return this;
  4789. },
  4790. setRGB: function ( r, g, b ) {
  4791. this.r = r;
  4792. this.g = g;
  4793. this.b = b;
  4794. return this;
  4795. },
  4796. setHSL: function ( h, s, l ) {
  4797. // h,s,l ranges are in 0.0 - 1.0
  4798. h = _Math.euclideanModulo( h, 1 );
  4799. s = _Math.clamp( s, 0, 1 );
  4800. l = _Math.clamp( l, 0, 1 );
  4801. if ( s === 0 ) {
  4802. this.r = this.g = this.b = l;
  4803. } else {
  4804. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4805. var q = ( 2 * l ) - p;
  4806. this.r = hue2rgb( q, p, h + 1 / 3 );
  4807. this.g = hue2rgb( q, p, h );
  4808. this.b = hue2rgb( q, p, h - 1 / 3 );
  4809. }
  4810. return this;
  4811. },
  4812. setStyle: function ( style ) {
  4813. function handleAlpha( string ) {
  4814. if ( string === undefined ) { return; }
  4815. if ( parseFloat( string ) < 1 ) {
  4816. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4817. }
  4818. }
  4819. var m;
  4820. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4821. // rgb / hsl
  4822. var color;
  4823. var name = m[ 1 ];
  4824. var components = m[ 2 ];
  4825. switch ( name ) {
  4826. case 'rgb':
  4827. case 'rgba':
  4828. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4829. // rgb(255,0,0) rgba(255,0,0,0.5)
  4830. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4831. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4832. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4833. handleAlpha( color[ 5 ] );
  4834. return this;
  4835. }
  4836. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4837. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4838. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4839. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4840. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4841. handleAlpha( color[ 5 ] );
  4842. return this;
  4843. }
  4844. break;
  4845. case 'hsl':
  4846. case 'hsla':
  4847. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4848. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4849. var h = parseFloat( color[ 1 ] ) / 360;
  4850. var s = parseInt( color[ 2 ], 10 ) / 100;
  4851. var l = parseInt( color[ 3 ], 10 ) / 100;
  4852. handleAlpha( color[ 5 ] );
  4853. return this.setHSL( h, s, l );
  4854. }
  4855. break;
  4856. }
  4857. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4858. // hex color
  4859. var hex = m[ 1 ];
  4860. var size = hex.length;
  4861. if ( size === 3 ) {
  4862. // #ff0
  4863. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4864. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4865. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4866. return this;
  4867. } else if ( size === 6 ) {
  4868. // #ff0000
  4869. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4870. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4871. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4872. return this;
  4873. }
  4874. }
  4875. if ( style && style.length > 0 ) {
  4876. return this.setColorName( style );
  4877. }
  4878. return this;
  4879. },
  4880. setColorName: function ( style ) {
  4881. // color keywords
  4882. var hex = _colorKeywords[ style ];
  4883. if ( hex !== undefined ) {
  4884. // red
  4885. this.setHex( hex );
  4886. } else {
  4887. // unknown color
  4888. console.warn( 'THREE.Color: Unknown color ' + style );
  4889. }
  4890. return this;
  4891. },
  4892. clone: function () {
  4893. return new this.constructor( this.r, this.g, this.b );
  4894. },
  4895. copy: function ( color ) {
  4896. this.r = color.r;
  4897. this.g = color.g;
  4898. this.b = color.b;
  4899. return this;
  4900. },
  4901. copyGammaToLinear: function ( color, gammaFactor ) {
  4902. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4903. this.r = Math.pow( color.r, gammaFactor );
  4904. this.g = Math.pow( color.g, gammaFactor );
  4905. this.b = Math.pow( color.b, gammaFactor );
  4906. return this;
  4907. },
  4908. copyLinearToGamma: function ( color, gammaFactor ) {
  4909. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4910. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4911. this.r = Math.pow( color.r, safeInverse );
  4912. this.g = Math.pow( color.g, safeInverse );
  4913. this.b = Math.pow( color.b, safeInverse );
  4914. return this;
  4915. },
  4916. convertGammaToLinear: function ( gammaFactor ) {
  4917. this.copyGammaToLinear( this, gammaFactor );
  4918. return this;
  4919. },
  4920. convertLinearToGamma: function ( gammaFactor ) {
  4921. this.copyLinearToGamma( this, gammaFactor );
  4922. return this;
  4923. },
  4924. copySRGBToLinear: function ( color ) {
  4925. this.r = SRGBToLinear( color.r );
  4926. this.g = SRGBToLinear( color.g );
  4927. this.b = SRGBToLinear( color.b );
  4928. return this;
  4929. },
  4930. copyLinearToSRGB: function ( color ) {
  4931. this.r = LinearToSRGB( color.r );
  4932. this.g = LinearToSRGB( color.g );
  4933. this.b = LinearToSRGB( color.b );
  4934. return this;
  4935. },
  4936. convertSRGBToLinear: function () {
  4937. this.copySRGBToLinear( this );
  4938. return this;
  4939. },
  4940. convertLinearToSRGB: function () {
  4941. this.copyLinearToSRGB( this );
  4942. return this;
  4943. },
  4944. getHex: function () {
  4945. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4946. },
  4947. getHexString: function () {
  4948. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4949. },
  4950. getHSL: function ( target ) {
  4951. // h,s,l ranges are in 0.0 - 1.0
  4952. if ( target === undefined ) {
  4953. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4954. target = { h: 0, s: 0, l: 0 };
  4955. }
  4956. var r = this.r, g = this.g, b = this.b;
  4957. var max = Math.max( r, g, b );
  4958. var min = Math.min( r, g, b );
  4959. var hue, saturation;
  4960. var lightness = ( min + max ) / 2.0;
  4961. if ( min === max ) {
  4962. hue = 0;
  4963. saturation = 0;
  4964. } else {
  4965. var delta = max - min;
  4966. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4967. switch ( max ) {
  4968. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4969. case g: hue = ( b - r ) / delta + 2; break;
  4970. case b: hue = ( r - g ) / delta + 4; break;
  4971. }
  4972. hue /= 6;
  4973. }
  4974. target.h = hue;
  4975. target.s = saturation;
  4976. target.l = lightness;
  4977. return target;
  4978. },
  4979. getStyle: function () {
  4980. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4981. },
  4982. offsetHSL: function ( h, s, l ) {
  4983. this.getHSL( _hslA );
  4984. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4985. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4986. return this;
  4987. },
  4988. add: function ( color ) {
  4989. this.r += color.r;
  4990. this.g += color.g;
  4991. this.b += color.b;
  4992. return this;
  4993. },
  4994. addColors: function ( color1, color2 ) {
  4995. this.r = color1.r + color2.r;
  4996. this.g = color1.g + color2.g;
  4997. this.b = color1.b + color2.b;
  4998. return this;
  4999. },
  5000. addScalar: function ( s ) {
  5001. this.r += s;
  5002. this.g += s;
  5003. this.b += s;
  5004. return this;
  5005. },
  5006. sub: function ( color ) {
  5007. this.r = Math.max( 0, this.r - color.r );
  5008. this.g = Math.max( 0, this.g - color.g );
  5009. this.b = Math.max( 0, this.b - color.b );
  5010. return this;
  5011. },
  5012. multiply: function ( color ) {
  5013. this.r *= color.r;
  5014. this.g *= color.g;
  5015. this.b *= color.b;
  5016. return this;
  5017. },
  5018. multiplyScalar: function ( s ) {
  5019. this.r *= s;
  5020. this.g *= s;
  5021. this.b *= s;
  5022. return this;
  5023. },
  5024. lerp: function ( color, alpha ) {
  5025. this.r += ( color.r - this.r ) * alpha;
  5026. this.g += ( color.g - this.g ) * alpha;
  5027. this.b += ( color.b - this.b ) * alpha;
  5028. return this;
  5029. },
  5030. lerpHSL: function ( color, alpha ) {
  5031. this.getHSL( _hslA );
  5032. color.getHSL( _hslB );
  5033. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  5034. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  5035. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  5036. this.setHSL( h, s, l );
  5037. return this;
  5038. },
  5039. equals: function ( c ) {
  5040. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5041. },
  5042. fromArray: function ( array, offset ) {
  5043. if ( offset === undefined ) { offset = 0; }
  5044. this.r = array[ offset ];
  5045. this.g = array[ offset + 1 ];
  5046. this.b = array[ offset + 2 ];
  5047. return this;
  5048. },
  5049. toArray: function ( array, offset ) {
  5050. if ( array === undefined ) { array = []; }
  5051. if ( offset === undefined ) { offset = 0; }
  5052. array[ offset ] = this.r;
  5053. array[ offset + 1 ] = this.g;
  5054. array[ offset + 2 ] = this.b;
  5055. return array;
  5056. },
  5057. toJSON: function () {
  5058. return this.getHex();
  5059. }
  5060. } );
  5061. Color.NAMES = _colorKeywords;
  5062. /**
  5063. * @author mrdoob / http://mrdoob.com/
  5064. * @author alteredq / http://alteredqualia.com/
  5065. */
  5066. function Face3( a, b, c, normal, color, materialIndex ) {
  5067. this.a = a;
  5068. this.b = b;
  5069. this.c = c;
  5070. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5071. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5072. this.color = ( color && color.isColor ) ? color : new Color();
  5073. this.vertexColors = Array.isArray( color ) ? color : [];
  5074. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5075. }
  5076. Object.assign( Face3.prototype, {
  5077. clone: function () {
  5078. return new this.constructor().copy( this );
  5079. },
  5080. copy: function ( source ) {
  5081. this.a = source.a;
  5082. this.b = source.b;
  5083. this.c = source.c;
  5084. this.normal.copy( source.normal );
  5085. this.color.copy( source.color );
  5086. this.materialIndex = source.materialIndex;
  5087. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5088. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5089. }
  5090. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5091. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5092. }
  5093. return this;
  5094. }
  5095. } );
  5096. /**
  5097. * @author mrdoob / http://mrdoob.com/
  5098. * @author alteredq / http://alteredqualia.com/
  5099. */
  5100. var materialId = 0;
  5101. function Material() {
  5102. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5103. this.uuid = _Math.generateUUID();
  5104. this.name = '';
  5105. this.type = 'Material';
  5106. this.fog = true;
  5107. this.blending = NormalBlending;
  5108. this.side = FrontSide;
  5109. this.flatShading = false;
  5110. this.vertexTangents = false;
  5111. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5112. this.opacity = 1;
  5113. this.transparent = false;
  5114. this.blendSrc = SrcAlphaFactor;
  5115. this.blendDst = OneMinusSrcAlphaFactor;
  5116. this.blendEquation = AddEquation;
  5117. this.blendSrcAlpha = null;
  5118. this.blendDstAlpha = null;
  5119. this.blendEquationAlpha = null;
  5120. this.depthFunc = LessEqualDepth;
  5121. this.depthTest = true;
  5122. this.depthWrite = true;
  5123. this.stencilWriteMask = 0xff;
  5124. this.stencilFunc = AlwaysStencilFunc;
  5125. this.stencilRef = 0;
  5126. this.stencilFuncMask = 0xff;
  5127. this.stencilFail = KeepStencilOp;
  5128. this.stencilZFail = KeepStencilOp;
  5129. this.stencilZPass = KeepStencilOp;
  5130. this.stencilWrite = false;
  5131. this.clippingPlanes = null;
  5132. this.clipIntersection = false;
  5133. this.clipShadows = false;
  5134. this.shadowSide = null;
  5135. this.colorWrite = true;
  5136. this.precision = null; // override the renderer's default precision for this material
  5137. this.polygonOffset = false;
  5138. this.polygonOffsetFactor = 0;
  5139. this.polygonOffsetUnits = 0;
  5140. this.dithering = false;
  5141. this.alphaTest = 0;
  5142. this.premultipliedAlpha = false;
  5143. this.visible = true;
  5144. this.toneMapped = true;
  5145. this.userData = {};
  5146. this.version = 0;
  5147. }
  5148. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5149. constructor: Material,
  5150. isMaterial: true,
  5151. onBeforeCompile: function () {},
  5152. setValues: function ( values ) {
  5153. if ( values === undefined ) { return; }
  5154. for ( var key in values ) {
  5155. var newValue = values[ key ];
  5156. if ( newValue === undefined ) {
  5157. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5158. continue;
  5159. }
  5160. // for backward compatability if shading is set in the constructor
  5161. if ( key === 'shading' ) {
  5162. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5163. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5164. continue;
  5165. }
  5166. var currentValue = this[ key ];
  5167. if ( currentValue === undefined ) {
  5168. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5169. continue;
  5170. }
  5171. if ( currentValue && currentValue.isColor ) {
  5172. currentValue.set( newValue );
  5173. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5174. currentValue.copy( newValue );
  5175. } else {
  5176. this[ key ] = newValue;
  5177. }
  5178. }
  5179. },
  5180. toJSON: function ( meta ) {
  5181. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5182. if ( isRoot ) {
  5183. meta = {
  5184. textures: {},
  5185. images: {}
  5186. };
  5187. }
  5188. var data = {
  5189. metadata: {
  5190. version: 4.5,
  5191. type: 'Material',
  5192. generator: 'Material.toJSON'
  5193. }
  5194. };
  5195. // standard Material serialization
  5196. data.uuid = this.uuid;
  5197. data.type = this.type;
  5198. if ( this.name !== '' ) { data.name = this.name; }
  5199. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5200. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5201. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5202. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5203. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5204. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5205. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5206. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5207. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5208. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5209. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5210. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5211. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5212. }
  5213. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5214. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5215. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5216. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5217. if ( this.aoMap && this.aoMap.isTexture ) {
  5218. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5219. data.aoMapIntensity = this.aoMapIntensity;
  5220. }
  5221. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5222. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5223. data.bumpScale = this.bumpScale;
  5224. }
  5225. if ( this.normalMap && this.normalMap.isTexture ) {
  5226. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5227. data.normalMapType = this.normalMapType;
  5228. data.normalScale = this.normalScale.toArray();
  5229. }
  5230. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5231. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5232. data.displacementScale = this.displacementScale;
  5233. data.displacementBias = this.displacementBias;
  5234. }
  5235. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5236. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5237. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5238. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5239. if ( this.envMap && this.envMap.isTexture ) {
  5240. data.envMap = this.envMap.toJSON( meta ).uuid;
  5241. data.reflectivity = this.reflectivity; // Scale behind envMap
  5242. data.refractionRatio = this.refractionRatio;
  5243. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5244. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5245. }
  5246. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5247. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5248. }
  5249. if ( this.size !== undefined ) { data.size = this.size; }
  5250. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5251. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5252. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5253. if ( this.side !== FrontSide ) { data.side = this.side; }
  5254. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5255. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5256. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5257. data.depthFunc = this.depthFunc;
  5258. data.depthTest = this.depthTest;
  5259. data.depthWrite = this.depthWrite;
  5260. data.stencilWrite = this.stencilWrite;
  5261. data.stencilWriteMask = this.stencilWriteMask;
  5262. data.stencilFunc = this.stencilFunc;
  5263. data.stencilRef = this.stencilRef;
  5264. data.stencilFuncMask = this.stencilFuncMask;
  5265. data.stencilFail = this.stencilFail;
  5266. data.stencilZFail = this.stencilZFail;
  5267. data.stencilZPass = this.stencilZPass;
  5268. // rotation (SpriteMaterial)
  5269. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5270. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5271. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5272. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5273. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5274. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5275. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5276. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5277. if ( this.dithering === true ) { data.dithering = true; }
  5278. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5279. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5280. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5281. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5282. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5283. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5284. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5285. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5286. if ( this.skinning === true ) { data.skinning = true; }
  5287. if ( this.visible === false ) { data.visible = false; }
  5288. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5289. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5290. // TODO: Copied from Object3D.toJSON
  5291. function extractFromCache( cache ) {
  5292. var values = [];
  5293. for ( var key in cache ) {
  5294. var data = cache[ key ];
  5295. delete data.metadata;
  5296. values.push( data );
  5297. }
  5298. return values;
  5299. }
  5300. if ( isRoot ) {
  5301. var textures = extractFromCache( meta.textures );
  5302. var images = extractFromCache( meta.images );
  5303. if ( textures.length > 0 ) { data.textures = textures; }
  5304. if ( images.length > 0 ) { data.images = images; }
  5305. }
  5306. return data;
  5307. },
  5308. clone: function () {
  5309. return new this.constructor().copy( this );
  5310. },
  5311. copy: function ( source ) {
  5312. this.name = source.name;
  5313. this.fog = source.fog;
  5314. this.blending = source.blending;
  5315. this.side = source.side;
  5316. this.flatShading = source.flatShading;
  5317. this.vertexTangents = source.vertexTangents;
  5318. this.vertexColors = source.vertexColors;
  5319. this.opacity = source.opacity;
  5320. this.transparent = source.transparent;
  5321. this.blendSrc = source.blendSrc;
  5322. this.blendDst = source.blendDst;
  5323. this.blendEquation = source.blendEquation;
  5324. this.blendSrcAlpha = source.blendSrcAlpha;
  5325. this.blendDstAlpha = source.blendDstAlpha;
  5326. this.blendEquationAlpha = source.blendEquationAlpha;
  5327. this.depthFunc = source.depthFunc;
  5328. this.depthTest = source.depthTest;
  5329. this.depthWrite = source.depthWrite;
  5330. this.stencilWriteMask = source.stencilWriteMask;
  5331. this.stencilFunc = source.stencilFunc;
  5332. this.stencilRef = source.stencilRef;
  5333. this.stencilFuncMask = source.stencilFuncMask;
  5334. this.stencilFail = source.stencilFail;
  5335. this.stencilZFail = source.stencilZFail;
  5336. this.stencilZPass = source.stencilZPass;
  5337. this.stencilWrite = source.stencilWrite;
  5338. var srcPlanes = source.clippingPlanes,
  5339. dstPlanes = null;
  5340. if ( srcPlanes !== null ) {
  5341. var n = srcPlanes.length;
  5342. dstPlanes = new Array( n );
  5343. for ( var i = 0; i !== n; ++ i )
  5344. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5345. }
  5346. this.clippingPlanes = dstPlanes;
  5347. this.clipIntersection = source.clipIntersection;
  5348. this.clipShadows = source.clipShadows;
  5349. this.shadowSide = source.shadowSide;
  5350. this.colorWrite = source.colorWrite;
  5351. this.precision = source.precision;
  5352. this.polygonOffset = source.polygonOffset;
  5353. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5354. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5355. this.dithering = source.dithering;
  5356. this.alphaTest = source.alphaTest;
  5357. this.premultipliedAlpha = source.premultipliedAlpha;
  5358. this.visible = source.visible;
  5359. this.toneMapped = source.toneMapped;
  5360. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5361. return this;
  5362. },
  5363. dispose: function () {
  5364. this.dispatchEvent( { type: 'dispose' } );
  5365. }
  5366. } );
  5367. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5368. set: function ( value ) {
  5369. if ( value === true ) { this.version ++; }
  5370. }
  5371. } );
  5372. /**
  5373. * @author mrdoob / http://mrdoob.com/
  5374. * @author alteredq / http://alteredqualia.com/
  5375. *
  5376. * parameters = {
  5377. * color: <hex>,
  5378. * opacity: <float>,
  5379. * map: new THREE.Texture( <Image> ),
  5380. *
  5381. * lightMap: new THREE.Texture( <Image> ),
  5382. * lightMapIntensity: <float>
  5383. *
  5384. * aoMap: new THREE.Texture( <Image> ),
  5385. * aoMapIntensity: <float>
  5386. *
  5387. * specularMap: new THREE.Texture( <Image> ),
  5388. *
  5389. * alphaMap: new THREE.Texture( <Image> ),
  5390. *
  5391. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5392. * combine: THREE.Multiply,
  5393. * reflectivity: <float>,
  5394. * refractionRatio: <float>,
  5395. *
  5396. * depthTest: <bool>,
  5397. * depthWrite: <bool>,
  5398. *
  5399. * wireframe: <boolean>,
  5400. * wireframeLinewidth: <float>,
  5401. *
  5402. * skinning: <bool>,
  5403. * morphTargets: <bool>
  5404. * }
  5405. */
  5406. function MeshBasicMaterial( parameters ) {
  5407. Material.call( this );
  5408. this.type = 'MeshBasicMaterial';
  5409. this.color = new Color( 0xffffff ); // emissive
  5410. this.map = null;
  5411. this.lightMap = null;
  5412. this.lightMapIntensity = 1.0;
  5413. this.aoMap = null;
  5414. this.aoMapIntensity = 1.0;
  5415. this.specularMap = null;
  5416. this.alphaMap = null;
  5417. this.envMap = null;
  5418. this.combine = MultiplyOperation;
  5419. this.reflectivity = 1;
  5420. this.refractionRatio = 0.98;
  5421. this.wireframe = false;
  5422. this.wireframeLinewidth = 1;
  5423. this.wireframeLinecap = 'round';
  5424. this.wireframeLinejoin = 'round';
  5425. this.skinning = false;
  5426. this.morphTargets = false;
  5427. this.setValues( parameters );
  5428. }
  5429. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5430. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5431. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5432. MeshBasicMaterial.prototype.copy = function ( source ) {
  5433. Material.prototype.copy.call( this, source );
  5434. this.color.copy( source.color );
  5435. this.map = source.map;
  5436. this.lightMap = source.lightMap;
  5437. this.lightMapIntensity = source.lightMapIntensity;
  5438. this.aoMap = source.aoMap;
  5439. this.aoMapIntensity = source.aoMapIntensity;
  5440. this.specularMap = source.specularMap;
  5441. this.alphaMap = source.alphaMap;
  5442. this.envMap = source.envMap;
  5443. this.combine = source.combine;
  5444. this.reflectivity = source.reflectivity;
  5445. this.refractionRatio = source.refractionRatio;
  5446. this.wireframe = source.wireframe;
  5447. this.wireframeLinewidth = source.wireframeLinewidth;
  5448. this.wireframeLinecap = source.wireframeLinecap;
  5449. this.wireframeLinejoin = source.wireframeLinejoin;
  5450. this.skinning = source.skinning;
  5451. this.morphTargets = source.morphTargets;
  5452. return this;
  5453. };
  5454. /**
  5455. * @author mrdoob / http://mrdoob.com/
  5456. */
  5457. function BufferAttribute( array, itemSize, normalized ) {
  5458. if ( Array.isArray( array ) ) {
  5459. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5460. }
  5461. this.name = '';
  5462. this.array = array;
  5463. this.itemSize = itemSize;
  5464. this.count = array !== undefined ? array.length / itemSize : 0;
  5465. this.normalized = normalized === true;
  5466. this.usage = StaticDrawUsage;
  5467. this.updateRange = { offset: 0, count: - 1 };
  5468. this.version = 0;
  5469. }
  5470. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5471. set: function ( value ) {
  5472. if ( value === true ) { this.version ++; }
  5473. }
  5474. } );
  5475. Object.assign( BufferAttribute.prototype, {
  5476. isBufferAttribute: true,
  5477. onUploadCallback: function () {},
  5478. setUsage: function ( value ) {
  5479. this.usage = value;
  5480. return this;
  5481. },
  5482. copy: function ( source ) {
  5483. this.name = source.name;
  5484. this.array = new source.array.constructor( source.array );
  5485. this.itemSize = source.itemSize;
  5486. this.count = source.count;
  5487. this.normalized = source.normalized;
  5488. this.usage = source.usage;
  5489. return this;
  5490. },
  5491. copyAt: function ( index1, attribute, index2 ) {
  5492. index1 *= this.itemSize;
  5493. index2 *= attribute.itemSize;
  5494. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5495. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5496. }
  5497. return this;
  5498. },
  5499. copyArray: function ( array ) {
  5500. this.array.set( array );
  5501. return this;
  5502. },
  5503. copyColorsArray: function ( colors ) {
  5504. var array = this.array, offset = 0;
  5505. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5506. var color = colors[ i ];
  5507. if ( color === undefined ) {
  5508. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5509. color = new Color();
  5510. }
  5511. array[ offset ++ ] = color.r;
  5512. array[ offset ++ ] = color.g;
  5513. array[ offset ++ ] = color.b;
  5514. }
  5515. return this;
  5516. },
  5517. copyVector2sArray: function ( vectors ) {
  5518. var array = this.array, offset = 0;
  5519. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5520. var vector = vectors[ i ];
  5521. if ( vector === undefined ) {
  5522. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5523. vector = new Vector2();
  5524. }
  5525. array[ offset ++ ] = vector.x;
  5526. array[ offset ++ ] = vector.y;
  5527. }
  5528. return this;
  5529. },
  5530. copyVector3sArray: function ( vectors ) {
  5531. var array = this.array, offset = 0;
  5532. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5533. var vector = vectors[ i ];
  5534. if ( vector === undefined ) {
  5535. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5536. vector = new Vector3();
  5537. }
  5538. array[ offset ++ ] = vector.x;
  5539. array[ offset ++ ] = vector.y;
  5540. array[ offset ++ ] = vector.z;
  5541. }
  5542. return this;
  5543. },
  5544. copyVector4sArray: function ( vectors ) {
  5545. var array = this.array, offset = 0;
  5546. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5547. var vector = vectors[ i ];
  5548. if ( vector === undefined ) {
  5549. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5550. vector = new Vector4();
  5551. }
  5552. array[ offset ++ ] = vector.x;
  5553. array[ offset ++ ] = vector.y;
  5554. array[ offset ++ ] = vector.z;
  5555. array[ offset ++ ] = vector.w;
  5556. }
  5557. return this;
  5558. },
  5559. set: function ( value, offset ) {
  5560. if ( offset === undefined ) { offset = 0; }
  5561. this.array.set( value, offset );
  5562. return this;
  5563. },
  5564. getX: function ( index ) {
  5565. return this.array[ index * this.itemSize ];
  5566. },
  5567. setX: function ( index, x ) {
  5568. this.array[ index * this.itemSize ] = x;
  5569. return this;
  5570. },
  5571. getY: function ( index ) {
  5572. return this.array[ index * this.itemSize + 1 ];
  5573. },
  5574. setY: function ( index, y ) {
  5575. this.array[ index * this.itemSize + 1 ] = y;
  5576. return this;
  5577. },
  5578. getZ: function ( index ) {
  5579. return this.array[ index * this.itemSize + 2 ];
  5580. },
  5581. setZ: function ( index, z ) {
  5582. this.array[ index * this.itemSize + 2 ] = z;
  5583. return this;
  5584. },
  5585. getW: function ( index ) {
  5586. return this.array[ index * this.itemSize + 3 ];
  5587. },
  5588. setW: function ( index, w ) {
  5589. this.array[ index * this.itemSize + 3 ] = w;
  5590. return this;
  5591. },
  5592. setXY: function ( index, x, y ) {
  5593. index *= this.itemSize;
  5594. this.array[ index + 0 ] = x;
  5595. this.array[ index + 1 ] = y;
  5596. return this;
  5597. },
  5598. setXYZ: function ( index, x, y, z ) {
  5599. index *= this.itemSize;
  5600. this.array[ index + 0 ] = x;
  5601. this.array[ index + 1 ] = y;
  5602. this.array[ index + 2 ] = z;
  5603. return this;
  5604. },
  5605. setXYZW: function ( index, x, y, z, w ) {
  5606. index *= this.itemSize;
  5607. this.array[ index + 0 ] = x;
  5608. this.array[ index + 1 ] = y;
  5609. this.array[ index + 2 ] = z;
  5610. this.array[ index + 3 ] = w;
  5611. return this;
  5612. },
  5613. onUpload: function ( callback ) {
  5614. this.onUploadCallback = callback;
  5615. return this;
  5616. },
  5617. clone: function () {
  5618. return new this.constructor( this.array, this.itemSize ).copy( this );
  5619. },
  5620. toJSON: function () {
  5621. return {
  5622. itemSize: this.itemSize,
  5623. type: this.array.constructor.name,
  5624. array: Array.prototype.slice.call( this.array ),
  5625. normalized: this.normalized
  5626. };
  5627. }
  5628. } );
  5629. //
  5630. function Int8BufferAttribute( array, itemSize, normalized ) {
  5631. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5632. }
  5633. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5634. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5635. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5636. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5637. }
  5638. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5639. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5640. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5641. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5642. }
  5643. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5644. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5645. function Int16BufferAttribute( array, itemSize, normalized ) {
  5646. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5647. }
  5648. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5649. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5650. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5651. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5652. }
  5653. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5654. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5655. function Int32BufferAttribute( array, itemSize, normalized ) {
  5656. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5657. }
  5658. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5659. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5660. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5661. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5662. }
  5663. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5664. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5665. function Float32BufferAttribute( array, itemSize, normalized ) {
  5666. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5667. }
  5668. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5669. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5670. function Float64BufferAttribute( array, itemSize, normalized ) {
  5671. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5672. }
  5673. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5674. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5675. /**
  5676. * @author mrdoob / http://mrdoob.com/
  5677. */
  5678. function DirectGeometry() {
  5679. this.vertices = [];
  5680. this.normals = [];
  5681. this.colors = [];
  5682. this.uvs = [];
  5683. this.uvs2 = [];
  5684. this.groups = [];
  5685. this.morphTargets = {};
  5686. this.skinWeights = [];
  5687. this.skinIndices = [];
  5688. // this.lineDistances = [];
  5689. this.boundingBox = null;
  5690. this.boundingSphere = null;
  5691. // update flags
  5692. this.verticesNeedUpdate = false;
  5693. this.normalsNeedUpdate = false;
  5694. this.colorsNeedUpdate = false;
  5695. this.uvsNeedUpdate = false;
  5696. this.groupsNeedUpdate = false;
  5697. }
  5698. Object.assign( DirectGeometry.prototype, {
  5699. computeGroups: function ( geometry ) {
  5700. var group;
  5701. var groups = [];
  5702. var materialIndex = undefined;
  5703. var faces = geometry.faces;
  5704. for ( var i = 0; i < faces.length; i ++ ) {
  5705. var face = faces[ i ];
  5706. // materials
  5707. if ( face.materialIndex !== materialIndex ) {
  5708. materialIndex = face.materialIndex;
  5709. if ( group !== undefined ) {
  5710. group.count = ( i * 3 ) - group.start;
  5711. groups.push( group );
  5712. }
  5713. group = {
  5714. start: i * 3,
  5715. materialIndex: materialIndex
  5716. };
  5717. }
  5718. }
  5719. if ( group !== undefined ) {
  5720. group.count = ( i * 3 ) - group.start;
  5721. groups.push( group );
  5722. }
  5723. this.groups = groups;
  5724. },
  5725. fromGeometry: function ( geometry ) {
  5726. var faces = geometry.faces;
  5727. var vertices = geometry.vertices;
  5728. var faceVertexUvs = geometry.faceVertexUvs;
  5729. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5730. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5731. // morphs
  5732. var morphTargets = geometry.morphTargets;
  5733. var morphTargetsLength = morphTargets.length;
  5734. var morphTargetsPosition;
  5735. if ( morphTargetsLength > 0 ) {
  5736. morphTargetsPosition = [];
  5737. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5738. morphTargetsPosition[ i ] = {
  5739. name: morphTargets[ i ].name,
  5740. data: []
  5741. };
  5742. }
  5743. this.morphTargets.position = morphTargetsPosition;
  5744. }
  5745. var morphNormals = geometry.morphNormals;
  5746. var morphNormalsLength = morphNormals.length;
  5747. var morphTargetsNormal;
  5748. if ( morphNormalsLength > 0 ) {
  5749. morphTargetsNormal = [];
  5750. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5751. morphTargetsNormal[ i ] = {
  5752. name: morphNormals[ i ].name,
  5753. data: []
  5754. };
  5755. }
  5756. this.morphTargets.normal = morphTargetsNormal;
  5757. }
  5758. // skins
  5759. var skinIndices = geometry.skinIndices;
  5760. var skinWeights = geometry.skinWeights;
  5761. var hasSkinIndices = skinIndices.length === vertices.length;
  5762. var hasSkinWeights = skinWeights.length === vertices.length;
  5763. //
  5764. if ( vertices.length > 0 && faces.length === 0 ) {
  5765. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5766. }
  5767. for ( var i = 0; i < faces.length; i ++ ) {
  5768. var face = faces[ i ];
  5769. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5770. var vertexNormals = face.vertexNormals;
  5771. if ( vertexNormals.length === 3 ) {
  5772. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5773. } else {
  5774. var normal = face.normal;
  5775. this.normals.push( normal, normal, normal );
  5776. }
  5777. var vertexColors = face.vertexColors;
  5778. if ( vertexColors.length === 3 ) {
  5779. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5780. } else {
  5781. var color = face.color;
  5782. this.colors.push( color, color, color );
  5783. }
  5784. if ( hasFaceVertexUv === true ) {
  5785. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5786. if ( vertexUvs !== undefined ) {
  5787. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5788. } else {
  5789. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5790. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5791. }
  5792. }
  5793. if ( hasFaceVertexUv2 === true ) {
  5794. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5795. if ( vertexUvs !== undefined ) {
  5796. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5797. } else {
  5798. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5799. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5800. }
  5801. }
  5802. // morphs
  5803. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5804. var morphTarget = morphTargets[ j ].vertices;
  5805. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5806. }
  5807. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5808. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5809. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5810. }
  5811. // skins
  5812. if ( hasSkinIndices ) {
  5813. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5814. }
  5815. if ( hasSkinWeights ) {
  5816. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5817. }
  5818. }
  5819. this.computeGroups( geometry );
  5820. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5821. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5822. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5823. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5824. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5825. if ( geometry.boundingSphere !== null ) {
  5826. this.boundingSphere = geometry.boundingSphere.clone();
  5827. }
  5828. if ( geometry.boundingBox !== null ) {
  5829. this.boundingBox = geometry.boundingBox.clone();
  5830. }
  5831. return this;
  5832. }
  5833. } );
  5834. /**
  5835. * @author mrdoob / http://mrdoob.com/
  5836. */
  5837. function arrayMax( array ) {
  5838. if ( array.length === 0 ) { return - Infinity; }
  5839. var max = array[ 0 ];
  5840. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5841. if ( array[ i ] > max ) { max = array[ i ]; }
  5842. }
  5843. return max;
  5844. }
  5845. /**
  5846. * @author alteredq / http://alteredqualia.com/
  5847. * @author mrdoob / http://mrdoob.com/
  5848. */
  5849. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5850. var _m1$2 = new Matrix4();
  5851. var _obj = new Object3D();
  5852. var _offset = new Vector3();
  5853. var _box$2 = new Box3();
  5854. var _boxMorphTargets = new Box3();
  5855. var _vector$4 = new Vector3();
  5856. function BufferGeometry() {
  5857. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5858. this.uuid = _Math.generateUUID();
  5859. this.name = '';
  5860. this.type = 'BufferGeometry';
  5861. this.index = null;
  5862. this.attributes = {};
  5863. this.morphAttributes = {};
  5864. this.morphTargetsRelative = false;
  5865. this.groups = [];
  5866. this.boundingBox = null;
  5867. this.boundingSphere = null;
  5868. this.drawRange = { start: 0, count: Infinity };
  5869. this.userData = {};
  5870. }
  5871. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5872. constructor: BufferGeometry,
  5873. isBufferGeometry: true,
  5874. getIndex: function () {
  5875. return this.index;
  5876. },
  5877. setIndex: function ( index ) {
  5878. if ( Array.isArray( index ) ) {
  5879. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5880. } else {
  5881. this.index = index;
  5882. }
  5883. },
  5884. getAttribute: function ( name ) {
  5885. return this.attributes[ name ];
  5886. },
  5887. setAttribute: function ( name, attribute ) {
  5888. this.attributes[ name ] = attribute;
  5889. return this;
  5890. },
  5891. deleteAttribute: function ( name ) {
  5892. delete this.attributes[ name ];
  5893. return this;
  5894. },
  5895. addGroup: function ( start, count, materialIndex ) {
  5896. this.groups.push( {
  5897. start: start,
  5898. count: count,
  5899. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5900. } );
  5901. },
  5902. clearGroups: function () {
  5903. this.groups = [];
  5904. },
  5905. setDrawRange: function ( start, count ) {
  5906. this.drawRange.start = start;
  5907. this.drawRange.count = count;
  5908. },
  5909. applyMatrix: function ( matrix ) {
  5910. var position = this.attributes.position;
  5911. if ( position !== undefined ) {
  5912. matrix.applyToBufferAttribute( position );
  5913. position.needsUpdate = true;
  5914. }
  5915. var normal = this.attributes.normal;
  5916. if ( normal !== undefined ) {
  5917. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5918. normalMatrix.applyToBufferAttribute( normal );
  5919. normal.needsUpdate = true;
  5920. }
  5921. var tangent = this.attributes.tangent;
  5922. if ( tangent !== undefined ) {
  5923. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5924. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5925. normalMatrix.applyToBufferAttribute( tangent );
  5926. tangent.needsUpdate = true;
  5927. }
  5928. if ( this.boundingBox !== null ) {
  5929. this.computeBoundingBox();
  5930. }
  5931. if ( this.boundingSphere !== null ) {
  5932. this.computeBoundingSphere();
  5933. }
  5934. return this;
  5935. },
  5936. rotateX: function ( angle ) {
  5937. // rotate geometry around world x-axis
  5938. _m1$2.makeRotationX( angle );
  5939. this.applyMatrix( _m1$2 );
  5940. return this;
  5941. },
  5942. rotateY: function ( angle ) {
  5943. // rotate geometry around world y-axis
  5944. _m1$2.makeRotationY( angle );
  5945. this.applyMatrix( _m1$2 );
  5946. return this;
  5947. },
  5948. rotateZ: function ( angle ) {
  5949. // rotate geometry around world z-axis
  5950. _m1$2.makeRotationZ( angle );
  5951. this.applyMatrix( _m1$2 );
  5952. return this;
  5953. },
  5954. translate: function ( x, y, z ) {
  5955. // translate geometry
  5956. _m1$2.makeTranslation( x, y, z );
  5957. this.applyMatrix( _m1$2 );
  5958. return this;
  5959. },
  5960. scale: function ( x, y, z ) {
  5961. // scale geometry
  5962. _m1$2.makeScale( x, y, z );
  5963. this.applyMatrix( _m1$2 );
  5964. return this;
  5965. },
  5966. lookAt: function ( vector ) {
  5967. _obj.lookAt( vector );
  5968. _obj.updateMatrix();
  5969. this.applyMatrix( _obj.matrix );
  5970. return this;
  5971. },
  5972. center: function () {
  5973. this.computeBoundingBox();
  5974. this.boundingBox.getCenter( _offset ).negate();
  5975. this.translate( _offset.x, _offset.y, _offset.z );
  5976. return this;
  5977. },
  5978. setFromObject: function ( object ) {
  5979. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5980. var geometry = object.geometry;
  5981. if ( object.isPoints || object.isLine ) {
  5982. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5983. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5984. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5985. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5986. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5987. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5988. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5989. }
  5990. if ( geometry.boundingSphere !== null ) {
  5991. this.boundingSphere = geometry.boundingSphere.clone();
  5992. }
  5993. if ( geometry.boundingBox !== null ) {
  5994. this.boundingBox = geometry.boundingBox.clone();
  5995. }
  5996. } else if ( object.isMesh ) {
  5997. if ( geometry && geometry.isGeometry ) {
  5998. this.fromGeometry( geometry );
  5999. }
  6000. }
  6001. return this;
  6002. },
  6003. setFromPoints: function ( points ) {
  6004. var position = [];
  6005. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6006. var point = points[ i ];
  6007. position.push( point.x, point.y, point.z || 0 );
  6008. }
  6009. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6010. return this;
  6011. },
  6012. updateFromObject: function ( object ) {
  6013. var geometry = object.geometry;
  6014. if ( object.isMesh ) {
  6015. var direct = geometry.__directGeometry;
  6016. if ( geometry.elementsNeedUpdate === true ) {
  6017. direct = undefined;
  6018. geometry.elementsNeedUpdate = false;
  6019. }
  6020. if ( direct === undefined ) {
  6021. return this.fromGeometry( geometry );
  6022. }
  6023. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6024. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6025. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6026. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6027. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6028. geometry.verticesNeedUpdate = false;
  6029. geometry.normalsNeedUpdate = false;
  6030. geometry.colorsNeedUpdate = false;
  6031. geometry.uvsNeedUpdate = false;
  6032. geometry.groupsNeedUpdate = false;
  6033. geometry = direct;
  6034. }
  6035. var attribute;
  6036. if ( geometry.verticesNeedUpdate === true ) {
  6037. attribute = this.attributes.position;
  6038. if ( attribute !== undefined ) {
  6039. attribute.copyVector3sArray( geometry.vertices );
  6040. attribute.needsUpdate = true;
  6041. }
  6042. geometry.verticesNeedUpdate = false;
  6043. }
  6044. if ( geometry.normalsNeedUpdate === true ) {
  6045. attribute = this.attributes.normal;
  6046. if ( attribute !== undefined ) {
  6047. attribute.copyVector3sArray( geometry.normals );
  6048. attribute.needsUpdate = true;
  6049. }
  6050. geometry.normalsNeedUpdate = false;
  6051. }
  6052. if ( geometry.colorsNeedUpdate === true ) {
  6053. attribute = this.attributes.color;
  6054. if ( attribute !== undefined ) {
  6055. attribute.copyColorsArray( geometry.colors );
  6056. attribute.needsUpdate = true;
  6057. }
  6058. geometry.colorsNeedUpdate = false;
  6059. }
  6060. if ( geometry.uvsNeedUpdate ) {
  6061. attribute = this.attributes.uv;
  6062. if ( attribute !== undefined ) {
  6063. attribute.copyVector2sArray( geometry.uvs );
  6064. attribute.needsUpdate = true;
  6065. }
  6066. geometry.uvsNeedUpdate = false;
  6067. }
  6068. if ( geometry.lineDistancesNeedUpdate ) {
  6069. attribute = this.attributes.lineDistance;
  6070. if ( attribute !== undefined ) {
  6071. attribute.copyArray( geometry.lineDistances );
  6072. attribute.needsUpdate = true;
  6073. }
  6074. geometry.lineDistancesNeedUpdate = false;
  6075. }
  6076. if ( geometry.groupsNeedUpdate ) {
  6077. geometry.computeGroups( object.geometry );
  6078. this.groups = geometry.groups;
  6079. geometry.groupsNeedUpdate = false;
  6080. }
  6081. return this;
  6082. },
  6083. fromGeometry: function ( geometry ) {
  6084. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6085. return this.fromDirectGeometry( geometry.__directGeometry );
  6086. },
  6087. fromDirectGeometry: function ( geometry ) {
  6088. var positions = new Float32Array( geometry.vertices.length * 3 );
  6089. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6090. if ( geometry.normals.length > 0 ) {
  6091. var normals = new Float32Array( geometry.normals.length * 3 );
  6092. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6093. }
  6094. if ( geometry.colors.length > 0 ) {
  6095. var colors = new Float32Array( geometry.colors.length * 3 );
  6096. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6097. }
  6098. if ( geometry.uvs.length > 0 ) {
  6099. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6100. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6101. }
  6102. if ( geometry.uvs2.length > 0 ) {
  6103. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6104. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6105. }
  6106. // groups
  6107. this.groups = geometry.groups;
  6108. // morphs
  6109. for ( var name in geometry.morphTargets ) {
  6110. var array = [];
  6111. var morphTargets = geometry.morphTargets[ name ];
  6112. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6113. var morphTarget = morphTargets[ i ];
  6114. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6115. attribute.name = morphTarget.name;
  6116. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6117. }
  6118. this.morphAttributes[ name ] = array;
  6119. }
  6120. // skinning
  6121. if ( geometry.skinIndices.length > 0 ) {
  6122. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6123. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6124. }
  6125. if ( geometry.skinWeights.length > 0 ) {
  6126. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6127. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6128. }
  6129. //
  6130. if ( geometry.boundingSphere !== null ) {
  6131. this.boundingSphere = geometry.boundingSphere.clone();
  6132. }
  6133. if ( geometry.boundingBox !== null ) {
  6134. this.boundingBox = geometry.boundingBox.clone();
  6135. }
  6136. return this;
  6137. },
  6138. computeBoundingBox: function () {
  6139. if ( this.boundingBox === null ) {
  6140. this.boundingBox = new Box3();
  6141. }
  6142. var position = this.attributes.position;
  6143. var morphAttributesPosition = this.morphAttributes.position;
  6144. if ( position !== undefined ) {
  6145. this.boundingBox.setFromBufferAttribute( position );
  6146. // process morph attributes if present
  6147. if ( morphAttributesPosition ) {
  6148. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6149. var morphAttribute = morphAttributesPosition[ i ];
  6150. _box$2.setFromBufferAttribute( morphAttribute );
  6151. if ( this.morphTargetsRelative ) {
  6152. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6153. this.boundingBox.expandByPoint( _vector$4 );
  6154. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6155. this.boundingBox.expandByPoint( _vector$4 );
  6156. } else {
  6157. this.boundingBox.expandByPoint( _box$2.min );
  6158. this.boundingBox.expandByPoint( _box$2.max );
  6159. }
  6160. }
  6161. }
  6162. } else {
  6163. this.boundingBox.makeEmpty();
  6164. }
  6165. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6166. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6167. }
  6168. },
  6169. computeBoundingSphere: function () {
  6170. if ( this.boundingSphere === null ) {
  6171. this.boundingSphere = new Sphere();
  6172. }
  6173. var position = this.attributes.position;
  6174. var morphAttributesPosition = this.morphAttributes.position;
  6175. if ( position ) {
  6176. // first, find the center of the bounding sphere
  6177. var center = this.boundingSphere.center;
  6178. _box$2.setFromBufferAttribute( position );
  6179. // process morph attributes if present
  6180. if ( morphAttributesPosition ) {
  6181. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6182. var morphAttribute = morphAttributesPosition[ i ];
  6183. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6184. if ( this.morphTargetsRelative ) {
  6185. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6186. _box$2.expandByPoint( _vector$4 );
  6187. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6188. _box$2.expandByPoint( _vector$4 );
  6189. } else {
  6190. _box$2.expandByPoint( _boxMorphTargets.min );
  6191. _box$2.expandByPoint( _boxMorphTargets.max );
  6192. }
  6193. }
  6194. }
  6195. _box$2.getCenter( center );
  6196. // second, try to find a boundingSphere with a radius smaller than the
  6197. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6198. var maxRadiusSq = 0;
  6199. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6200. _vector$4.fromBufferAttribute( position, i );
  6201. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6202. }
  6203. // process morph attributes if present
  6204. if ( morphAttributesPosition ) {
  6205. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6206. var morphAttribute = morphAttributesPosition[ i ];
  6207. var morphTargetsRelative = this.morphTargetsRelative;
  6208. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6209. _vector$4.fromBufferAttribute( morphAttribute, j );
  6210. if ( morphTargetsRelative ) {
  6211. _offset.fromBufferAttribute( position, j );
  6212. _vector$4.add( _offset );
  6213. }
  6214. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6215. }
  6216. }
  6217. }
  6218. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6219. if ( isNaN( this.boundingSphere.radius ) ) {
  6220. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6221. }
  6222. }
  6223. },
  6224. computeFaceNormals: function () {
  6225. // backwards compatibility
  6226. },
  6227. computeVertexNormals: function () {
  6228. var index = this.index;
  6229. var attributes = this.attributes;
  6230. if ( attributes.position ) {
  6231. var positions = attributes.position.array;
  6232. if ( attributes.normal === undefined ) {
  6233. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6234. } else {
  6235. // reset existing normals to zero
  6236. var array = attributes.normal.array;
  6237. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6238. array[ i ] = 0;
  6239. }
  6240. }
  6241. var normals = attributes.normal.array;
  6242. var vA, vB, vC;
  6243. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6244. var cb = new Vector3(), ab = new Vector3();
  6245. // indexed elements
  6246. if ( index ) {
  6247. var indices = index.array;
  6248. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6249. vA = indices[ i + 0 ] * 3;
  6250. vB = indices[ i + 1 ] * 3;
  6251. vC = indices[ i + 2 ] * 3;
  6252. pA.fromArray( positions, vA );
  6253. pB.fromArray( positions, vB );
  6254. pC.fromArray( positions, vC );
  6255. cb.subVectors( pC, pB );
  6256. ab.subVectors( pA, pB );
  6257. cb.cross( ab );
  6258. normals[ vA ] += cb.x;
  6259. normals[ vA + 1 ] += cb.y;
  6260. normals[ vA + 2 ] += cb.z;
  6261. normals[ vB ] += cb.x;
  6262. normals[ vB + 1 ] += cb.y;
  6263. normals[ vB + 2 ] += cb.z;
  6264. normals[ vC ] += cb.x;
  6265. normals[ vC + 1 ] += cb.y;
  6266. normals[ vC + 2 ] += cb.z;
  6267. }
  6268. } else {
  6269. // non-indexed elements (unconnected triangle soup)
  6270. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6271. pA.fromArray( positions, i );
  6272. pB.fromArray( positions, i + 3 );
  6273. pC.fromArray( positions, i + 6 );
  6274. cb.subVectors( pC, pB );
  6275. ab.subVectors( pA, pB );
  6276. cb.cross( ab );
  6277. normals[ i ] = cb.x;
  6278. normals[ i + 1 ] = cb.y;
  6279. normals[ i + 2 ] = cb.z;
  6280. normals[ i + 3 ] = cb.x;
  6281. normals[ i + 4 ] = cb.y;
  6282. normals[ i + 5 ] = cb.z;
  6283. normals[ i + 6 ] = cb.x;
  6284. normals[ i + 7 ] = cb.y;
  6285. normals[ i + 8 ] = cb.z;
  6286. }
  6287. }
  6288. this.normalizeNormals();
  6289. attributes.normal.needsUpdate = true;
  6290. }
  6291. },
  6292. merge: function ( geometry, offset ) {
  6293. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6294. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6295. return;
  6296. }
  6297. if ( offset === undefined ) {
  6298. offset = 0;
  6299. console.warn(
  6300. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6301. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6302. );
  6303. }
  6304. var attributes = this.attributes;
  6305. for ( var key in attributes ) {
  6306. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6307. var attribute1 = attributes[ key ];
  6308. var attributeArray1 = attribute1.array;
  6309. var attribute2 = geometry.attributes[ key ];
  6310. var attributeArray2 = attribute2.array;
  6311. var attributeOffset = attribute2.itemSize * offset;
  6312. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6313. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6314. attributeArray1[ j ] = attributeArray2[ i ];
  6315. }
  6316. }
  6317. return this;
  6318. },
  6319. normalizeNormals: function () {
  6320. var normals = this.attributes.normal;
  6321. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6322. _vector$4.x = normals.getX( i );
  6323. _vector$4.y = normals.getY( i );
  6324. _vector$4.z = normals.getZ( i );
  6325. _vector$4.normalize();
  6326. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6327. }
  6328. },
  6329. toNonIndexed: function () {
  6330. function convertBufferAttribute( attribute, indices ) {
  6331. var array = attribute.array;
  6332. var itemSize = attribute.itemSize;
  6333. var array2 = new array.constructor( indices.length * itemSize );
  6334. var index = 0, index2 = 0;
  6335. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6336. index = indices[ i ] * itemSize;
  6337. for ( var j = 0; j < itemSize; j ++ ) {
  6338. array2[ index2 ++ ] = array[ index ++ ];
  6339. }
  6340. }
  6341. return new BufferAttribute( array2, itemSize );
  6342. }
  6343. //
  6344. if ( this.index === null ) {
  6345. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6346. return this;
  6347. }
  6348. var geometry2 = new BufferGeometry();
  6349. var indices = this.index.array;
  6350. var attributes = this.attributes;
  6351. // attributes
  6352. for ( var name in attributes ) {
  6353. var attribute = attributes[ name ];
  6354. var newAttribute = convertBufferAttribute( attribute, indices );
  6355. geometry2.setAttribute( name, newAttribute );
  6356. }
  6357. // morph attributes
  6358. var morphAttributes = this.morphAttributes;
  6359. for ( name in morphAttributes ) {
  6360. var morphArray = [];
  6361. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6362. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6363. var attribute = morphAttribute[ i ];
  6364. var newAttribute = convertBufferAttribute( attribute, indices );
  6365. morphArray.push( newAttribute );
  6366. }
  6367. geometry2.morphAttributes[ name ] = morphArray;
  6368. }
  6369. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6370. // groups
  6371. var groups = this.groups;
  6372. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6373. var group = groups[ i ];
  6374. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6375. }
  6376. return geometry2;
  6377. },
  6378. toJSON: function () {
  6379. var data = {
  6380. metadata: {
  6381. version: 4.5,
  6382. type: 'BufferGeometry',
  6383. generator: 'BufferGeometry.toJSON'
  6384. }
  6385. };
  6386. // standard BufferGeometry serialization
  6387. data.uuid = this.uuid;
  6388. data.type = this.type;
  6389. if ( this.name !== '' ) { data.name = this.name; }
  6390. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6391. if ( this.parameters !== undefined ) {
  6392. var parameters = this.parameters;
  6393. for ( var key in parameters ) {
  6394. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6395. }
  6396. return data;
  6397. }
  6398. data.data = { attributes: {} };
  6399. var index = this.index;
  6400. if ( index !== null ) {
  6401. data.data.index = {
  6402. type: index.array.constructor.name,
  6403. array: Array.prototype.slice.call( index.array )
  6404. };
  6405. }
  6406. var attributes = this.attributes;
  6407. for ( var key in attributes ) {
  6408. var attribute = attributes[ key ];
  6409. var attributeData = attribute.toJSON();
  6410. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6411. data.data.attributes[ key ] = attributeData;
  6412. }
  6413. var morphAttributes = {};
  6414. var hasMorphAttributes = false;
  6415. for ( var key in this.morphAttributes ) {
  6416. var attributeArray = this.morphAttributes[ key ];
  6417. var array = [];
  6418. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6419. var attribute = attributeArray[ i ];
  6420. var attributeData = attribute.toJSON();
  6421. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6422. array.push( attributeData );
  6423. }
  6424. if ( array.length > 0 ) {
  6425. morphAttributes[ key ] = array;
  6426. hasMorphAttributes = true;
  6427. }
  6428. }
  6429. if ( hasMorphAttributes ) {
  6430. data.data.morphAttributes = morphAttributes;
  6431. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6432. }
  6433. var groups = this.groups;
  6434. if ( groups.length > 0 ) {
  6435. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6436. }
  6437. var boundingSphere = this.boundingSphere;
  6438. if ( boundingSphere !== null ) {
  6439. data.data.boundingSphere = {
  6440. center: boundingSphere.center.toArray(),
  6441. radius: boundingSphere.radius
  6442. };
  6443. }
  6444. return data;
  6445. },
  6446. clone: function () {
  6447. /*
  6448. // Handle primitives
  6449. var parameters = this.parameters;
  6450. if ( parameters !== undefined ) {
  6451. var values = [];
  6452. for ( var key in parameters ) {
  6453. values.push( parameters[ key ] );
  6454. }
  6455. var geometry = Object.create( this.constructor.prototype );
  6456. this.constructor.apply( geometry, values );
  6457. return geometry;
  6458. }
  6459. return new this.constructor().copy( this );
  6460. */
  6461. return new BufferGeometry().copy( this );
  6462. },
  6463. copy: function ( source ) {
  6464. var name, i, l;
  6465. // reset
  6466. this.index = null;
  6467. this.attributes = {};
  6468. this.morphAttributes = {};
  6469. this.groups = [];
  6470. this.boundingBox = null;
  6471. this.boundingSphere = null;
  6472. // name
  6473. this.name = source.name;
  6474. // index
  6475. var index = source.index;
  6476. if ( index !== null ) {
  6477. this.setIndex( index.clone() );
  6478. }
  6479. // attributes
  6480. var attributes = source.attributes;
  6481. for ( name in attributes ) {
  6482. var attribute = attributes[ name ];
  6483. this.setAttribute( name, attribute.clone() );
  6484. }
  6485. // morph attributes
  6486. var morphAttributes = source.morphAttributes;
  6487. for ( name in morphAttributes ) {
  6488. var array = [];
  6489. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6490. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6491. array.push( morphAttribute[ i ].clone() );
  6492. }
  6493. this.morphAttributes[ name ] = array;
  6494. }
  6495. this.morphTargetsRelative = source.morphTargetsRelative;
  6496. // groups
  6497. var groups = source.groups;
  6498. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6499. var group = groups[ i ];
  6500. this.addGroup( group.start, group.count, group.materialIndex );
  6501. }
  6502. // bounding box
  6503. var boundingBox = source.boundingBox;
  6504. if ( boundingBox !== null ) {
  6505. this.boundingBox = boundingBox.clone();
  6506. }
  6507. // bounding sphere
  6508. var boundingSphere = source.boundingSphere;
  6509. if ( boundingSphere !== null ) {
  6510. this.boundingSphere = boundingSphere.clone();
  6511. }
  6512. // draw range
  6513. this.drawRange.start = source.drawRange.start;
  6514. this.drawRange.count = source.drawRange.count;
  6515. // user data
  6516. this.userData = source.userData;
  6517. return this;
  6518. },
  6519. dispose: function () {
  6520. this.dispatchEvent( { type: 'dispose' } );
  6521. }
  6522. } );
  6523. /**
  6524. * @author mrdoob / http://mrdoob.com/
  6525. * @author alteredq / http://alteredqualia.com/
  6526. * @author mikael emtinger / http://gomo.se/
  6527. * @author jonobr1 / http://jonobr1.com/
  6528. */
  6529. var _inverseMatrix = new Matrix4();
  6530. var _ray = new Ray();
  6531. var _sphere = new Sphere();
  6532. var _vA = new Vector3();
  6533. var _vB = new Vector3();
  6534. var _vC = new Vector3();
  6535. var _tempA = new Vector3();
  6536. var _tempB = new Vector3();
  6537. var _tempC = new Vector3();
  6538. var _morphA = new Vector3();
  6539. var _morphB = new Vector3();
  6540. var _morphC = new Vector3();
  6541. var _uvA = new Vector2();
  6542. var _uvB = new Vector2();
  6543. var _uvC = new Vector2();
  6544. var _intersectionPoint = new Vector3();
  6545. var _intersectionPointWorld = new Vector3();
  6546. function Mesh( geometry, material ) {
  6547. Object3D.call( this );
  6548. this.type = 'Mesh';
  6549. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6550. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6551. this.drawMode = TrianglesDrawMode;
  6552. this.updateMorphTargets();
  6553. }
  6554. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6555. constructor: Mesh,
  6556. isMesh: true,
  6557. setDrawMode: function ( value ) {
  6558. this.drawMode = value;
  6559. },
  6560. copy: function ( source ) {
  6561. Object3D.prototype.copy.call( this, source );
  6562. this.drawMode = source.drawMode;
  6563. if ( source.morphTargetInfluences !== undefined ) {
  6564. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6565. }
  6566. if ( source.morphTargetDictionary !== undefined ) {
  6567. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6568. }
  6569. return this;
  6570. },
  6571. updateMorphTargets: function () {
  6572. var geometry = this.geometry;
  6573. var m, ml, name;
  6574. if ( geometry.isBufferGeometry ) {
  6575. var morphAttributes = geometry.morphAttributes;
  6576. var keys = Object.keys( morphAttributes );
  6577. if ( keys.length > 0 ) {
  6578. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6579. if ( morphAttribute !== undefined ) {
  6580. this.morphTargetInfluences = [];
  6581. this.morphTargetDictionary = {};
  6582. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6583. name = morphAttribute[ m ].name || String( m );
  6584. this.morphTargetInfluences.push( 0 );
  6585. this.morphTargetDictionary[ name ] = m;
  6586. }
  6587. }
  6588. }
  6589. } else {
  6590. var morphTargets = geometry.morphTargets;
  6591. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6592. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6593. }
  6594. }
  6595. },
  6596. raycast: function ( raycaster, intersects ) {
  6597. var geometry = this.geometry;
  6598. var material = this.material;
  6599. var matrixWorld = this.matrixWorld;
  6600. if ( material === undefined ) { return; }
  6601. // Checking boundingSphere distance to ray
  6602. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6603. _sphere.copy( geometry.boundingSphere );
  6604. _sphere.applyMatrix4( matrixWorld );
  6605. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6606. //
  6607. _inverseMatrix.getInverse( matrixWorld );
  6608. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6609. // Check boundingBox before continuing
  6610. if ( geometry.boundingBox !== null ) {
  6611. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6612. }
  6613. // check unsupported draw modes
  6614. if ( this.drawMode !== TrianglesDrawMode ) {
  6615. console.warn( 'THREE.Mesh: TriangleStripDrawMode and TriangleFanDrawMode are not supported by .raycast().' );
  6616. return;
  6617. }
  6618. var intersection;
  6619. if ( geometry.isBufferGeometry ) {
  6620. var a, b, c;
  6621. var index = geometry.index;
  6622. var position = geometry.attributes.position;
  6623. var morphPosition = geometry.morphAttributes.position;
  6624. var morphTargetsRelative = geometry.morphTargetsRelative;
  6625. var uv = geometry.attributes.uv;
  6626. var uv2 = geometry.attributes.uv2;
  6627. var groups = geometry.groups;
  6628. var drawRange = geometry.drawRange;
  6629. var i, j, il, jl;
  6630. var group, groupMaterial;
  6631. var start, end;
  6632. if ( index !== null ) {
  6633. // indexed buffer geometry
  6634. if ( Array.isArray( material ) ) {
  6635. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6636. group = groups[ i ];
  6637. groupMaterial = material[ group.materialIndex ];
  6638. start = Math.max( group.start, drawRange.start );
  6639. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6640. for ( j = start, jl = end; j < jl; j += 3 ) {
  6641. a = index.getX( j );
  6642. b = index.getX( j + 1 );
  6643. c = index.getX( j + 2 );
  6644. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6645. if ( intersection ) {
  6646. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6647. intersection.face.materialIndex = group.materialIndex;
  6648. intersects.push( intersection );
  6649. }
  6650. }
  6651. }
  6652. } else {
  6653. start = Math.max( 0, drawRange.start );
  6654. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6655. for ( i = start, il = end; i < il; i += 3 ) {
  6656. a = index.getX( i );
  6657. b = index.getX( i + 1 );
  6658. c = index.getX( i + 2 );
  6659. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6660. if ( intersection ) {
  6661. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6662. intersects.push( intersection );
  6663. }
  6664. }
  6665. }
  6666. } else if ( position !== undefined ) {
  6667. // non-indexed buffer geometry
  6668. if ( Array.isArray( material ) ) {
  6669. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6670. group = groups[ i ];
  6671. groupMaterial = material[ group.materialIndex ];
  6672. start = Math.max( group.start, drawRange.start );
  6673. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6674. for ( j = start, jl = end; j < jl; j += 3 ) {
  6675. a = j;
  6676. b = j + 1;
  6677. c = j + 2;
  6678. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6679. if ( intersection ) {
  6680. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6681. intersection.face.materialIndex = group.materialIndex;
  6682. intersects.push( intersection );
  6683. }
  6684. }
  6685. }
  6686. } else {
  6687. start = Math.max( 0, drawRange.start );
  6688. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6689. for ( i = start, il = end; i < il; i += 3 ) {
  6690. a = i;
  6691. b = i + 1;
  6692. c = i + 2;
  6693. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6694. if ( intersection ) {
  6695. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6696. intersects.push( intersection );
  6697. }
  6698. }
  6699. }
  6700. }
  6701. } else if ( geometry.isGeometry ) {
  6702. var fvA, fvB, fvC;
  6703. var isMultiMaterial = Array.isArray( material );
  6704. var vertices = geometry.vertices;
  6705. var faces = geometry.faces;
  6706. var uvs;
  6707. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6708. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6709. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6710. var face = faces[ f ];
  6711. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6712. if ( faceMaterial === undefined ) { continue; }
  6713. fvA = vertices[ face.a ];
  6714. fvB = vertices[ face.b ];
  6715. fvC = vertices[ face.c ];
  6716. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6717. if ( intersection ) {
  6718. if ( uvs && uvs[ f ] ) {
  6719. var uvs_f = uvs[ f ];
  6720. _uvA.copy( uvs_f[ 0 ] );
  6721. _uvB.copy( uvs_f[ 1 ] );
  6722. _uvC.copy( uvs_f[ 2 ] );
  6723. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6724. }
  6725. intersection.face = face;
  6726. intersection.faceIndex = f;
  6727. intersects.push( intersection );
  6728. }
  6729. }
  6730. }
  6731. },
  6732. clone: function () {
  6733. return new this.constructor( this.geometry, this.material ).copy( this );
  6734. }
  6735. } );
  6736. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6737. var intersect;
  6738. if ( material.side === BackSide ) {
  6739. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6740. } else {
  6741. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6742. }
  6743. if ( intersect === null ) { return null; }
  6744. _intersectionPointWorld.copy( point );
  6745. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6746. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6747. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6748. return {
  6749. distance: distance,
  6750. point: _intersectionPointWorld.clone(),
  6751. object: object
  6752. };
  6753. }
  6754. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6755. _vA.fromBufferAttribute( position, a );
  6756. _vB.fromBufferAttribute( position, b );
  6757. _vC.fromBufferAttribute( position, c );
  6758. var morphInfluences = object.morphTargetInfluences;
  6759. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6760. _morphA.set( 0, 0, 0 );
  6761. _morphB.set( 0, 0, 0 );
  6762. _morphC.set( 0, 0, 0 );
  6763. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6764. var influence = morphInfluences[ i ];
  6765. var morphAttribute = morphPosition[ i ];
  6766. if ( influence === 0 ) { continue; }
  6767. _tempA.fromBufferAttribute( morphAttribute, a );
  6768. _tempB.fromBufferAttribute( morphAttribute, b );
  6769. _tempC.fromBufferAttribute( morphAttribute, c );
  6770. if ( morphTargetsRelative ) {
  6771. _morphA.addScaledVector( _tempA, influence );
  6772. _morphB.addScaledVector( _tempB, influence );
  6773. _morphC.addScaledVector( _tempC, influence );
  6774. } else {
  6775. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6776. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6777. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6778. }
  6779. }
  6780. _vA.add( _morphA );
  6781. _vB.add( _morphB );
  6782. _vC.add( _morphC );
  6783. }
  6784. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6785. if ( intersection ) {
  6786. if ( uv ) {
  6787. _uvA.fromBufferAttribute( uv, a );
  6788. _uvB.fromBufferAttribute( uv, b );
  6789. _uvC.fromBufferAttribute( uv, c );
  6790. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6791. }
  6792. if ( uv2 ) {
  6793. _uvA.fromBufferAttribute( uv2, a );
  6794. _uvB.fromBufferAttribute( uv2, b );
  6795. _uvC.fromBufferAttribute( uv2, c );
  6796. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6797. }
  6798. var face = new Face3( a, b, c );
  6799. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6800. intersection.face = face;
  6801. }
  6802. return intersection;
  6803. }
  6804. /**
  6805. * @author mrdoob / http://mrdoob.com/
  6806. * @author kile / http://kile.stravaganza.org/
  6807. * @author alteredq / http://alteredqualia.com/
  6808. * @author mikael emtinger / http://gomo.se/
  6809. * @author zz85 / http://www.lab4games.net/zz85/blog
  6810. * @author bhouston / http://clara.io
  6811. */
  6812. var _geometryId = 0; // Geometry uses even numbers as Id
  6813. var _m1$3 = new Matrix4();
  6814. var _obj$1 = new Object3D();
  6815. var _offset$1 = new Vector3();
  6816. function Geometry() {
  6817. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6818. this.uuid = _Math.generateUUID();
  6819. this.name = '';
  6820. this.type = 'Geometry';
  6821. this.vertices = [];
  6822. this.colors = [];
  6823. this.faces = [];
  6824. this.faceVertexUvs = [[]];
  6825. this.morphTargets = [];
  6826. this.morphNormals = [];
  6827. this.skinWeights = [];
  6828. this.skinIndices = [];
  6829. this.lineDistances = [];
  6830. this.boundingBox = null;
  6831. this.boundingSphere = null;
  6832. // update flags
  6833. this.elementsNeedUpdate = false;
  6834. this.verticesNeedUpdate = false;
  6835. this.uvsNeedUpdate = false;
  6836. this.normalsNeedUpdate = false;
  6837. this.colorsNeedUpdate = false;
  6838. this.lineDistancesNeedUpdate = false;
  6839. this.groupsNeedUpdate = false;
  6840. }
  6841. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6842. constructor: Geometry,
  6843. isGeometry: true,
  6844. applyMatrix: function ( matrix ) {
  6845. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6846. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6847. var vertex = this.vertices[ i ];
  6848. vertex.applyMatrix4( matrix );
  6849. }
  6850. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6851. var face = this.faces[ i ];
  6852. face.normal.applyMatrix3( normalMatrix ).normalize();
  6853. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6854. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6855. }
  6856. }
  6857. if ( this.boundingBox !== null ) {
  6858. this.computeBoundingBox();
  6859. }
  6860. if ( this.boundingSphere !== null ) {
  6861. this.computeBoundingSphere();
  6862. }
  6863. this.verticesNeedUpdate = true;
  6864. this.normalsNeedUpdate = true;
  6865. return this;
  6866. },
  6867. rotateX: function ( angle ) {
  6868. // rotate geometry around world x-axis
  6869. _m1$3.makeRotationX( angle );
  6870. this.applyMatrix( _m1$3 );
  6871. return this;
  6872. },
  6873. rotateY: function ( angle ) {
  6874. // rotate geometry around world y-axis
  6875. _m1$3.makeRotationY( angle );
  6876. this.applyMatrix( _m1$3 );
  6877. return this;
  6878. },
  6879. rotateZ: function ( angle ) {
  6880. // rotate geometry around world z-axis
  6881. _m1$3.makeRotationZ( angle );
  6882. this.applyMatrix( _m1$3 );
  6883. return this;
  6884. },
  6885. translate: function ( x, y, z ) {
  6886. // translate geometry
  6887. _m1$3.makeTranslation( x, y, z );
  6888. this.applyMatrix( _m1$3 );
  6889. return this;
  6890. },
  6891. scale: function ( x, y, z ) {
  6892. // scale geometry
  6893. _m1$3.makeScale( x, y, z );
  6894. this.applyMatrix( _m1$3 );
  6895. return this;
  6896. },
  6897. lookAt: function ( vector ) {
  6898. _obj$1.lookAt( vector );
  6899. _obj$1.updateMatrix();
  6900. this.applyMatrix( _obj$1.matrix );
  6901. return this;
  6902. },
  6903. fromBufferGeometry: function ( geometry ) {
  6904. var scope = this;
  6905. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6906. var attributes = geometry.attributes;
  6907. if ( attributes.position === undefined ) {
  6908. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6909. return this;
  6910. }
  6911. var positions = attributes.position.array;
  6912. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6913. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6914. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6915. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6916. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6917. for ( var i = 0; i < positions.length; i += 3 ) {
  6918. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6919. if ( colors !== undefined ) {
  6920. scope.colors.push( new Color().fromArray( colors, i ) );
  6921. }
  6922. }
  6923. function addFace( a, b, c, materialIndex ) {
  6924. var vertexColors = ( colors === undefined ) ? [] : [
  6925. scope.colors[ a ].clone(),
  6926. scope.colors[ b ].clone(),
  6927. scope.colors[ c ].clone() ];
  6928. var vertexNormals = ( normals === undefined ) ? [] : [
  6929. new Vector3().fromArray( normals, a * 3 ),
  6930. new Vector3().fromArray( normals, b * 3 ),
  6931. new Vector3().fromArray( normals, c * 3 )
  6932. ];
  6933. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6934. scope.faces.push( face );
  6935. if ( uvs !== undefined ) {
  6936. scope.faceVertexUvs[ 0 ].push( [
  6937. new Vector2().fromArray( uvs, a * 2 ),
  6938. new Vector2().fromArray( uvs, b * 2 ),
  6939. new Vector2().fromArray( uvs, c * 2 )
  6940. ] );
  6941. }
  6942. if ( uvs2 !== undefined ) {
  6943. scope.faceVertexUvs[ 1 ].push( [
  6944. new Vector2().fromArray( uvs2, a * 2 ),
  6945. new Vector2().fromArray( uvs2, b * 2 ),
  6946. new Vector2().fromArray( uvs2, c * 2 )
  6947. ] );
  6948. }
  6949. }
  6950. var groups = geometry.groups;
  6951. if ( groups.length > 0 ) {
  6952. for ( var i = 0; i < groups.length; i ++ ) {
  6953. var group = groups[ i ];
  6954. var start = group.start;
  6955. var count = group.count;
  6956. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6957. if ( indices !== undefined ) {
  6958. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6959. } else {
  6960. addFace( j, j + 1, j + 2, group.materialIndex );
  6961. }
  6962. }
  6963. }
  6964. } else {
  6965. if ( indices !== undefined ) {
  6966. for ( var i = 0; i < indices.length; i += 3 ) {
  6967. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6968. }
  6969. } else {
  6970. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6971. addFace( i, i + 1, i + 2 );
  6972. }
  6973. }
  6974. }
  6975. this.computeFaceNormals();
  6976. if ( geometry.boundingBox !== null ) {
  6977. this.boundingBox = geometry.boundingBox.clone();
  6978. }
  6979. if ( geometry.boundingSphere !== null ) {
  6980. this.boundingSphere = geometry.boundingSphere.clone();
  6981. }
  6982. return this;
  6983. },
  6984. center: function () {
  6985. this.computeBoundingBox();
  6986. this.boundingBox.getCenter( _offset$1 ).negate();
  6987. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6988. return this;
  6989. },
  6990. normalize: function () {
  6991. this.computeBoundingSphere();
  6992. var center = this.boundingSphere.center;
  6993. var radius = this.boundingSphere.radius;
  6994. var s = radius === 0 ? 1 : 1.0 / radius;
  6995. var matrix = new Matrix4();
  6996. matrix.set(
  6997. s, 0, 0, - s * center.x,
  6998. 0, s, 0, - s * center.y,
  6999. 0, 0, s, - s * center.z,
  7000. 0, 0, 0, 1
  7001. );
  7002. this.applyMatrix( matrix );
  7003. return this;
  7004. },
  7005. computeFaceNormals: function () {
  7006. var cb = new Vector3(), ab = new Vector3();
  7007. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7008. var face = this.faces[ f ];
  7009. var vA = this.vertices[ face.a ];
  7010. var vB = this.vertices[ face.b ];
  7011. var vC = this.vertices[ face.c ];
  7012. cb.subVectors( vC, vB );
  7013. ab.subVectors( vA, vB );
  7014. cb.cross( ab );
  7015. cb.normalize();
  7016. face.normal.copy( cb );
  7017. }
  7018. },
  7019. computeVertexNormals: function ( areaWeighted ) {
  7020. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7021. var v, vl, f, fl, face, vertices;
  7022. vertices = new Array( this.vertices.length );
  7023. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7024. vertices[ v ] = new Vector3();
  7025. }
  7026. if ( areaWeighted ) {
  7027. // vertex normals weighted by triangle areas
  7028. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7029. var vA, vB, vC;
  7030. var cb = new Vector3(), ab = new Vector3();
  7031. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7032. face = this.faces[ f ];
  7033. vA = this.vertices[ face.a ];
  7034. vB = this.vertices[ face.b ];
  7035. vC = this.vertices[ face.c ];
  7036. cb.subVectors( vC, vB );
  7037. ab.subVectors( vA, vB );
  7038. cb.cross( ab );
  7039. vertices[ face.a ].add( cb );
  7040. vertices[ face.b ].add( cb );
  7041. vertices[ face.c ].add( cb );
  7042. }
  7043. } else {
  7044. this.computeFaceNormals();
  7045. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7046. face = this.faces[ f ];
  7047. vertices[ face.a ].add( face.normal );
  7048. vertices[ face.b ].add( face.normal );
  7049. vertices[ face.c ].add( face.normal );
  7050. }
  7051. }
  7052. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7053. vertices[ v ].normalize();
  7054. }
  7055. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7056. face = this.faces[ f ];
  7057. var vertexNormals = face.vertexNormals;
  7058. if ( vertexNormals.length === 3 ) {
  7059. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7060. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7061. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7062. } else {
  7063. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7064. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7065. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7066. }
  7067. }
  7068. if ( this.faces.length > 0 ) {
  7069. this.normalsNeedUpdate = true;
  7070. }
  7071. },
  7072. computeFlatVertexNormals: function () {
  7073. var f, fl, face;
  7074. this.computeFaceNormals();
  7075. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7076. face = this.faces[ f ];
  7077. var vertexNormals = face.vertexNormals;
  7078. if ( vertexNormals.length === 3 ) {
  7079. vertexNormals[ 0 ].copy( face.normal );
  7080. vertexNormals[ 1 ].copy( face.normal );
  7081. vertexNormals[ 2 ].copy( face.normal );
  7082. } else {
  7083. vertexNormals[ 0 ] = face.normal.clone();
  7084. vertexNormals[ 1 ] = face.normal.clone();
  7085. vertexNormals[ 2 ] = face.normal.clone();
  7086. }
  7087. }
  7088. if ( this.faces.length > 0 ) {
  7089. this.normalsNeedUpdate = true;
  7090. }
  7091. },
  7092. computeMorphNormals: function () {
  7093. var i, il, f, fl, face;
  7094. // save original normals
  7095. // - create temp variables on first access
  7096. // otherwise just copy (for faster repeated calls)
  7097. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7098. face = this.faces[ f ];
  7099. if ( ! face.__originalFaceNormal ) {
  7100. face.__originalFaceNormal = face.normal.clone();
  7101. } else {
  7102. face.__originalFaceNormal.copy( face.normal );
  7103. }
  7104. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7105. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7106. if ( ! face.__originalVertexNormals[ i ] ) {
  7107. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7108. } else {
  7109. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7110. }
  7111. }
  7112. }
  7113. // use temp geometry to compute face and vertex normals for each morph
  7114. var tmpGeo = new Geometry();
  7115. tmpGeo.faces = this.faces;
  7116. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7117. // create on first access
  7118. if ( ! this.morphNormals[ i ] ) {
  7119. this.morphNormals[ i ] = {};
  7120. this.morphNormals[ i ].faceNormals = [];
  7121. this.morphNormals[ i ].vertexNormals = [];
  7122. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7123. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7124. var faceNormal, vertexNormals;
  7125. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7126. faceNormal = new Vector3();
  7127. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7128. dstNormalsFace.push( faceNormal );
  7129. dstNormalsVertex.push( vertexNormals );
  7130. }
  7131. }
  7132. var morphNormals = this.morphNormals[ i ];
  7133. // set vertices to morph target
  7134. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7135. // compute morph normals
  7136. tmpGeo.computeFaceNormals();
  7137. tmpGeo.computeVertexNormals();
  7138. // store morph normals
  7139. var faceNormal, vertexNormals;
  7140. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7141. face = this.faces[ f ];
  7142. faceNormal = morphNormals.faceNormals[ f ];
  7143. vertexNormals = morphNormals.vertexNormals[ f ];
  7144. faceNormal.copy( face.normal );
  7145. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7146. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7147. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7148. }
  7149. }
  7150. // restore original normals
  7151. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7152. face = this.faces[ f ];
  7153. face.normal = face.__originalFaceNormal;
  7154. face.vertexNormals = face.__originalVertexNormals;
  7155. }
  7156. },
  7157. computeBoundingBox: function () {
  7158. if ( this.boundingBox === null ) {
  7159. this.boundingBox = new Box3();
  7160. }
  7161. this.boundingBox.setFromPoints( this.vertices );
  7162. },
  7163. computeBoundingSphere: function () {
  7164. if ( this.boundingSphere === null ) {
  7165. this.boundingSphere = new Sphere();
  7166. }
  7167. this.boundingSphere.setFromPoints( this.vertices );
  7168. },
  7169. merge: function ( geometry, matrix, materialIndexOffset ) {
  7170. if ( ! ( geometry && geometry.isGeometry ) ) {
  7171. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7172. return;
  7173. }
  7174. var normalMatrix,
  7175. vertexOffset = this.vertices.length,
  7176. vertices1 = this.vertices,
  7177. vertices2 = geometry.vertices,
  7178. faces1 = this.faces,
  7179. faces2 = geometry.faces,
  7180. colors1 = this.colors,
  7181. colors2 = geometry.colors;
  7182. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7183. if ( matrix !== undefined ) {
  7184. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7185. }
  7186. // vertices
  7187. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7188. var vertex = vertices2[ i ];
  7189. var vertexCopy = vertex.clone();
  7190. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7191. vertices1.push( vertexCopy );
  7192. }
  7193. // colors
  7194. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7195. colors1.push( colors2[ i ].clone() );
  7196. }
  7197. // faces
  7198. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7199. var face = faces2[ i ], faceCopy, normal, color,
  7200. faceVertexNormals = face.vertexNormals,
  7201. faceVertexColors = face.vertexColors;
  7202. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7203. faceCopy.normal.copy( face.normal );
  7204. if ( normalMatrix !== undefined ) {
  7205. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7206. }
  7207. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7208. normal = faceVertexNormals[ j ].clone();
  7209. if ( normalMatrix !== undefined ) {
  7210. normal.applyMatrix3( normalMatrix ).normalize();
  7211. }
  7212. faceCopy.vertexNormals.push( normal );
  7213. }
  7214. faceCopy.color.copy( face.color );
  7215. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7216. color = faceVertexColors[ j ];
  7217. faceCopy.vertexColors.push( color.clone() );
  7218. }
  7219. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7220. faces1.push( faceCopy );
  7221. }
  7222. // uvs
  7223. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7224. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7225. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7226. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7227. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7228. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7229. uvsCopy.push( uvs2[ k ].clone() );
  7230. }
  7231. this.faceVertexUvs[ i ].push( uvsCopy );
  7232. }
  7233. }
  7234. },
  7235. mergeMesh: function ( mesh ) {
  7236. if ( ! ( mesh && mesh.isMesh ) ) {
  7237. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7238. return;
  7239. }
  7240. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7241. this.merge( mesh.geometry, mesh.matrix );
  7242. },
  7243. /*
  7244. * Checks for duplicate vertices with hashmap.
  7245. * Duplicated vertices are removed
  7246. * and faces' vertices are updated.
  7247. */
  7248. mergeVertices: function () {
  7249. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7250. var unique = [], changes = [];
  7251. var v, key;
  7252. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7253. var precision = Math.pow( 10, precisionPoints );
  7254. var i, il, face;
  7255. var indices, j, jl;
  7256. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7257. v = this.vertices[ i ];
  7258. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7259. if ( verticesMap[ key ] === undefined ) {
  7260. verticesMap[ key ] = i;
  7261. unique.push( this.vertices[ i ] );
  7262. changes[ i ] = unique.length - 1;
  7263. } else {
  7264. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7265. changes[ i ] = changes[ verticesMap[ key ] ];
  7266. }
  7267. }
  7268. // if faces are completely degenerate after merging vertices, we
  7269. // have to remove them from the geometry.
  7270. var faceIndicesToRemove = [];
  7271. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7272. face = this.faces[ i ];
  7273. face.a = changes[ face.a ];
  7274. face.b = changes[ face.b ];
  7275. face.c = changes[ face.c ];
  7276. indices = [ face.a, face.b, face.c ];
  7277. // if any duplicate vertices are found in a Face3
  7278. // we have to remove the face as nothing can be saved
  7279. for ( var n = 0; n < 3; n ++ ) {
  7280. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7281. faceIndicesToRemove.push( i );
  7282. break;
  7283. }
  7284. }
  7285. }
  7286. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7287. var idx = faceIndicesToRemove[ i ];
  7288. this.faces.splice( idx, 1 );
  7289. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7290. this.faceVertexUvs[ j ].splice( idx, 1 );
  7291. }
  7292. }
  7293. // Use unique set of vertices
  7294. var diff = this.vertices.length - unique.length;
  7295. this.vertices = unique;
  7296. return diff;
  7297. },
  7298. setFromPoints: function ( points ) {
  7299. this.vertices = [];
  7300. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7301. var point = points[ i ];
  7302. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7303. }
  7304. return this;
  7305. },
  7306. sortFacesByMaterialIndex: function () {
  7307. var faces = this.faces;
  7308. var length = faces.length;
  7309. // tag faces
  7310. for ( var i = 0; i < length; i ++ ) {
  7311. faces[ i ]._id = i;
  7312. }
  7313. // sort faces
  7314. function materialIndexSort( a, b ) {
  7315. return a.materialIndex - b.materialIndex;
  7316. }
  7317. faces.sort( materialIndexSort );
  7318. // sort uvs
  7319. var uvs1 = this.faceVertexUvs[ 0 ];
  7320. var uvs2 = this.faceVertexUvs[ 1 ];
  7321. var newUvs1, newUvs2;
  7322. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7323. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7324. for ( var i = 0; i < length; i ++ ) {
  7325. var id = faces[ i ]._id;
  7326. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7327. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7328. }
  7329. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7330. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7331. },
  7332. toJSON: function () {
  7333. var data = {
  7334. metadata: {
  7335. version: 4.5,
  7336. type: 'Geometry',
  7337. generator: 'Geometry.toJSON'
  7338. }
  7339. };
  7340. // standard Geometry serialization
  7341. data.uuid = this.uuid;
  7342. data.type = this.type;
  7343. if ( this.name !== '' ) { data.name = this.name; }
  7344. if ( this.parameters !== undefined ) {
  7345. var parameters = this.parameters;
  7346. for ( var key in parameters ) {
  7347. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7348. }
  7349. return data;
  7350. }
  7351. var vertices = [];
  7352. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7353. var vertex = this.vertices[ i ];
  7354. vertices.push( vertex.x, vertex.y, vertex.z );
  7355. }
  7356. var faces = [];
  7357. var normals = [];
  7358. var normalsHash = {};
  7359. var colors = [];
  7360. var colorsHash = {};
  7361. var uvs = [];
  7362. var uvsHash = {};
  7363. for ( var i = 0; i < this.faces.length; i ++ ) {
  7364. var face = this.faces[ i ];
  7365. var hasMaterial = true;
  7366. var hasFaceUv = false; // deprecated
  7367. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7368. var hasFaceNormal = face.normal.length() > 0;
  7369. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7370. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7371. var hasFaceVertexColor = face.vertexColors.length > 0;
  7372. var faceType = 0;
  7373. faceType = setBit( faceType, 0, 0 ); // isQuad
  7374. faceType = setBit( faceType, 1, hasMaterial );
  7375. faceType = setBit( faceType, 2, hasFaceUv );
  7376. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7377. faceType = setBit( faceType, 4, hasFaceNormal );
  7378. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7379. faceType = setBit( faceType, 6, hasFaceColor );
  7380. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7381. faces.push( faceType );
  7382. faces.push( face.a, face.b, face.c );
  7383. faces.push( face.materialIndex );
  7384. if ( hasFaceVertexUv ) {
  7385. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7386. faces.push(
  7387. getUvIndex( faceVertexUvs[ 0 ] ),
  7388. getUvIndex( faceVertexUvs[ 1 ] ),
  7389. getUvIndex( faceVertexUvs[ 2 ] )
  7390. );
  7391. }
  7392. if ( hasFaceNormal ) {
  7393. faces.push( getNormalIndex( face.normal ) );
  7394. }
  7395. if ( hasFaceVertexNormal ) {
  7396. var vertexNormals = face.vertexNormals;
  7397. faces.push(
  7398. getNormalIndex( vertexNormals[ 0 ] ),
  7399. getNormalIndex( vertexNormals[ 1 ] ),
  7400. getNormalIndex( vertexNormals[ 2 ] )
  7401. );
  7402. }
  7403. if ( hasFaceColor ) {
  7404. faces.push( getColorIndex( face.color ) );
  7405. }
  7406. if ( hasFaceVertexColor ) {
  7407. var vertexColors = face.vertexColors;
  7408. faces.push(
  7409. getColorIndex( vertexColors[ 0 ] ),
  7410. getColorIndex( vertexColors[ 1 ] ),
  7411. getColorIndex( vertexColors[ 2 ] )
  7412. );
  7413. }
  7414. }
  7415. function setBit( value, position, enabled ) {
  7416. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7417. }
  7418. function getNormalIndex( normal ) {
  7419. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7420. if ( normalsHash[ hash ] !== undefined ) {
  7421. return normalsHash[ hash ];
  7422. }
  7423. normalsHash[ hash ] = normals.length / 3;
  7424. normals.push( normal.x, normal.y, normal.z );
  7425. return normalsHash[ hash ];
  7426. }
  7427. function getColorIndex( color ) {
  7428. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7429. if ( colorsHash[ hash ] !== undefined ) {
  7430. return colorsHash[ hash ];
  7431. }
  7432. colorsHash[ hash ] = colors.length;
  7433. colors.push( color.getHex() );
  7434. return colorsHash[ hash ];
  7435. }
  7436. function getUvIndex( uv ) {
  7437. var hash = uv.x.toString() + uv.y.toString();
  7438. if ( uvsHash[ hash ] !== undefined ) {
  7439. return uvsHash[ hash ];
  7440. }
  7441. uvsHash[ hash ] = uvs.length / 2;
  7442. uvs.push( uv.x, uv.y );
  7443. return uvsHash[ hash ];
  7444. }
  7445. data.data = {};
  7446. data.data.vertices = vertices;
  7447. data.data.normals = normals;
  7448. if ( colors.length > 0 ) { data.data.colors = colors; }
  7449. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7450. data.data.faces = faces;
  7451. return data;
  7452. },
  7453. clone: function () {
  7454. /*
  7455. // Handle primitives
  7456. var parameters = this.parameters;
  7457. if ( parameters !== undefined ) {
  7458. var values = [];
  7459. for ( var key in parameters ) {
  7460. values.push( parameters[ key ] );
  7461. }
  7462. var geometry = Object.create( this.constructor.prototype );
  7463. this.constructor.apply( geometry, values );
  7464. return geometry;
  7465. }
  7466. return new this.constructor().copy( this );
  7467. */
  7468. return new Geometry().copy( this );
  7469. },
  7470. copy: function ( source ) {
  7471. var i, il, j, jl, k, kl;
  7472. // reset
  7473. this.vertices = [];
  7474. this.colors = [];
  7475. this.faces = [];
  7476. this.faceVertexUvs = [[]];
  7477. this.morphTargets = [];
  7478. this.morphNormals = [];
  7479. this.skinWeights = [];
  7480. this.skinIndices = [];
  7481. this.lineDistances = [];
  7482. this.boundingBox = null;
  7483. this.boundingSphere = null;
  7484. // name
  7485. this.name = source.name;
  7486. // vertices
  7487. var vertices = source.vertices;
  7488. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7489. this.vertices.push( vertices[ i ].clone() );
  7490. }
  7491. // colors
  7492. var colors = source.colors;
  7493. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7494. this.colors.push( colors[ i ].clone() );
  7495. }
  7496. // faces
  7497. var faces = source.faces;
  7498. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7499. this.faces.push( faces[ i ].clone() );
  7500. }
  7501. // face vertex uvs
  7502. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7503. var faceVertexUvs = source.faceVertexUvs[ i ];
  7504. if ( this.faceVertexUvs[ i ] === undefined ) {
  7505. this.faceVertexUvs[ i ] = [];
  7506. }
  7507. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7508. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7509. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7510. var uv = uvs[ k ];
  7511. uvsCopy.push( uv.clone() );
  7512. }
  7513. this.faceVertexUvs[ i ].push( uvsCopy );
  7514. }
  7515. }
  7516. // morph targets
  7517. var morphTargets = source.morphTargets;
  7518. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7519. var morphTarget = {};
  7520. morphTarget.name = morphTargets[ i ].name;
  7521. // vertices
  7522. if ( morphTargets[ i ].vertices !== undefined ) {
  7523. morphTarget.vertices = [];
  7524. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7525. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7526. }
  7527. }
  7528. // normals
  7529. if ( morphTargets[ i ].normals !== undefined ) {
  7530. morphTarget.normals = [];
  7531. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7532. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7533. }
  7534. }
  7535. this.morphTargets.push( morphTarget );
  7536. }
  7537. // morph normals
  7538. var morphNormals = source.morphNormals;
  7539. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7540. var morphNormal = {};
  7541. // vertex normals
  7542. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7543. morphNormal.vertexNormals = [];
  7544. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7545. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7546. var destVertexNormal = {};
  7547. destVertexNormal.a = srcVertexNormal.a.clone();
  7548. destVertexNormal.b = srcVertexNormal.b.clone();
  7549. destVertexNormal.c = srcVertexNormal.c.clone();
  7550. morphNormal.vertexNormals.push( destVertexNormal );
  7551. }
  7552. }
  7553. // face normals
  7554. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7555. morphNormal.faceNormals = [];
  7556. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7557. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7558. }
  7559. }
  7560. this.morphNormals.push( morphNormal );
  7561. }
  7562. // skin weights
  7563. var skinWeights = source.skinWeights;
  7564. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7565. this.skinWeights.push( skinWeights[ i ].clone() );
  7566. }
  7567. // skin indices
  7568. var skinIndices = source.skinIndices;
  7569. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7570. this.skinIndices.push( skinIndices[ i ].clone() );
  7571. }
  7572. // line distances
  7573. var lineDistances = source.lineDistances;
  7574. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7575. this.lineDistances.push( lineDistances[ i ] );
  7576. }
  7577. // bounding box
  7578. var boundingBox = source.boundingBox;
  7579. if ( boundingBox !== null ) {
  7580. this.boundingBox = boundingBox.clone();
  7581. }
  7582. // bounding sphere
  7583. var boundingSphere = source.boundingSphere;
  7584. if ( boundingSphere !== null ) {
  7585. this.boundingSphere = boundingSphere.clone();
  7586. }
  7587. // update flags
  7588. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7589. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7590. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7591. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7592. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7593. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7594. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7595. return this;
  7596. },
  7597. dispose: function () {
  7598. this.dispatchEvent( { type: 'dispose' } );
  7599. }
  7600. } );
  7601. /**
  7602. * @author mrdoob / http://mrdoob.com/
  7603. * @author Mugen87 / https://github.com/Mugen87
  7604. */
  7605. // BoxGeometry
  7606. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7607. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7608. Geometry.call(this);
  7609. this.type = 'BoxGeometry';
  7610. this.parameters = {
  7611. width: width,
  7612. height: height,
  7613. depth: depth,
  7614. widthSegments: widthSegments,
  7615. heightSegments: heightSegments,
  7616. depthSegments: depthSegments
  7617. };
  7618. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7619. this.mergeVertices();
  7620. }
  7621. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7622. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7623. BoxGeometry.prototype.constructor = BoxGeometry;
  7624. return BoxGeometry;
  7625. }(Geometry));
  7626. // BoxBufferGeometry
  7627. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7628. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7629. BufferGeometry.call(this);
  7630. this.type = 'BoxBufferGeometry';
  7631. this.parameters = {
  7632. width: width,
  7633. height: height,
  7634. depth: depth,
  7635. widthSegments: widthSegments,
  7636. heightSegments: heightSegments,
  7637. depthSegments: depthSegments
  7638. };
  7639. var scope = this;
  7640. width = width || 1;
  7641. height = height || 1;
  7642. depth = depth || 1;
  7643. // segments
  7644. widthSegments = Math.floor( widthSegments ) || 1;
  7645. heightSegments = Math.floor( heightSegments ) || 1;
  7646. depthSegments = Math.floor( depthSegments ) || 1;
  7647. // buffers
  7648. var indices = [];
  7649. var vertices = [];
  7650. var normals = [];
  7651. var uvs = [];
  7652. // helper variables
  7653. var numberOfVertices = 0;
  7654. var groupStart = 0;
  7655. // build each side of the box geometry
  7656. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7657. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7658. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7659. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7660. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7661. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7662. // build geometry
  7663. this.setIndex( indices );
  7664. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7665. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7666. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7667. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7668. var segmentWidth = width / gridX;
  7669. var segmentHeight = height / gridY;
  7670. var widthHalf = width / 2;
  7671. var heightHalf = height / 2;
  7672. var depthHalf = depth / 2;
  7673. var gridX1 = gridX + 1;
  7674. var gridY1 = gridY + 1;
  7675. var vertexCounter = 0;
  7676. var groupCount = 0;
  7677. var ix, iy;
  7678. var vector = new Vector3();
  7679. // generate vertices, normals and uvs
  7680. for ( iy = 0; iy < gridY1; iy ++ ) {
  7681. var y = iy * segmentHeight - heightHalf;
  7682. for ( ix = 0; ix < gridX1; ix ++ ) {
  7683. var x = ix * segmentWidth - widthHalf;
  7684. // set values to correct vector component
  7685. vector[ u ] = x * udir;
  7686. vector[ v ] = y * vdir;
  7687. vector[ w ] = depthHalf;
  7688. // now apply vector to vertex buffer
  7689. vertices.push( vector.x, vector.y, vector.z );
  7690. // set values to correct vector component
  7691. vector[ u ] = 0;
  7692. vector[ v ] = 0;
  7693. vector[ w ] = depth > 0 ? 1 : - 1;
  7694. // now apply vector to normal buffer
  7695. normals.push( vector.x, vector.y, vector.z );
  7696. // uvs
  7697. uvs.push( ix / gridX );
  7698. uvs.push( 1 - ( iy / gridY ) );
  7699. // counters
  7700. vertexCounter += 1;
  7701. }
  7702. }
  7703. // indices
  7704. // 1. you need three indices to draw a single face
  7705. // 2. a single segment consists of two faces
  7706. // 3. so we need to generate six (2*3) indices per segment
  7707. for ( iy = 0; iy < gridY; iy ++ ) {
  7708. for ( ix = 0; ix < gridX; ix ++ ) {
  7709. var a = numberOfVertices + ix + gridX1 * iy;
  7710. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7711. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7712. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7713. // faces
  7714. indices.push( a, b, d );
  7715. indices.push( b, c, d );
  7716. // increase counter
  7717. groupCount += 6;
  7718. }
  7719. }
  7720. // add a group to the geometry. this will ensure multi material support
  7721. scope.addGroup( groupStart, groupCount, materialIndex );
  7722. // calculate new start value for groups
  7723. groupStart += groupCount;
  7724. // update total number of vertices
  7725. numberOfVertices += vertexCounter;
  7726. }
  7727. }
  7728. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7729. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7730. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7731. return BoxBufferGeometry;
  7732. }(BufferGeometry));
  7733. /**
  7734. * Uniform Utilities
  7735. */
  7736. function cloneUniforms( src ) {
  7737. var dst = {};
  7738. for ( var u in src ) {
  7739. dst[ u ] = {};
  7740. for ( var p in src[ u ] ) {
  7741. var property = src[ u ][ p ];
  7742. if ( property && ( property.isColor ||
  7743. property.isMatrix3 || property.isMatrix4 ||
  7744. property.isVector2 || property.isVector3 || property.isVector4 ||
  7745. property.isTexture ) ) {
  7746. dst[ u ][ p ] = property.clone();
  7747. } else if ( Array.isArray( property ) ) {
  7748. dst[ u ][ p ] = property.slice();
  7749. } else {
  7750. dst[ u ][ p ] = property;
  7751. }
  7752. }
  7753. }
  7754. return dst;
  7755. }
  7756. function mergeUniforms( uniforms ) {
  7757. var merged = {};
  7758. for ( var u = 0; u < uniforms.length; u ++ ) {
  7759. var tmp = cloneUniforms( uniforms[ u ] );
  7760. for ( var p in tmp ) {
  7761. merged[ p ] = tmp[ p ];
  7762. }
  7763. }
  7764. return merged;
  7765. }
  7766. // Legacy
  7767. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7768. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7769. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7770. /**
  7771. * @author alteredq / http://alteredqualia.com/
  7772. *
  7773. * parameters = {
  7774. * defines: { "label" : "value" },
  7775. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7776. *
  7777. * fragmentShader: <string>,
  7778. * vertexShader: <string>,
  7779. *
  7780. * wireframe: <boolean>,
  7781. * wireframeLinewidth: <float>,
  7782. *
  7783. * lights: <bool>,
  7784. *
  7785. * skinning: <bool>,
  7786. * morphTargets: <bool>,
  7787. * morphNormals: <bool>
  7788. * }
  7789. */
  7790. function ShaderMaterial( parameters ) {
  7791. Material.call( this );
  7792. this.type = 'ShaderMaterial';
  7793. this.defines = {};
  7794. this.uniforms = {};
  7795. this.vertexShader = default_vertex;
  7796. this.fragmentShader = default_fragment;
  7797. this.linewidth = 1;
  7798. this.wireframe = false;
  7799. this.wireframeLinewidth = 1;
  7800. this.fog = false; // set to use scene fog
  7801. this.lights = false; // set to use scene lights
  7802. this.clipping = false; // set to use user-defined clipping planes
  7803. this.skinning = false; // set to use skinning attribute streams
  7804. this.morphTargets = false; // set to use morph targets
  7805. this.morphNormals = false; // set to use morph normals
  7806. this.extensions = {
  7807. derivatives: false, // set to use derivatives
  7808. fragDepth: false, // set to use fragment depth values
  7809. drawBuffers: false, // set to use draw buffers
  7810. shaderTextureLOD: false // set to use shader texture LOD
  7811. };
  7812. // When rendered geometry doesn't include these attributes but the material does,
  7813. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7814. this.defaultAttributeValues = {
  7815. 'color': [ 1, 1, 1 ],
  7816. 'uv': [ 0, 0 ],
  7817. 'uv2': [ 0, 0 ]
  7818. };
  7819. this.index0AttributeName = undefined;
  7820. this.uniformsNeedUpdate = false;
  7821. if ( parameters !== undefined ) {
  7822. if ( parameters.attributes !== undefined ) {
  7823. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7824. }
  7825. this.setValues( parameters );
  7826. }
  7827. }
  7828. ShaderMaterial.prototype = Object.create( Material.prototype );
  7829. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7830. ShaderMaterial.prototype.isShaderMaterial = true;
  7831. ShaderMaterial.prototype.copy = function ( source ) {
  7832. Material.prototype.copy.call( this, source );
  7833. this.fragmentShader = source.fragmentShader;
  7834. this.vertexShader = source.vertexShader;
  7835. this.uniforms = cloneUniforms( source.uniforms );
  7836. this.defines = Object.assign( {}, source.defines );
  7837. this.wireframe = source.wireframe;
  7838. this.wireframeLinewidth = source.wireframeLinewidth;
  7839. this.lights = source.lights;
  7840. this.clipping = source.clipping;
  7841. this.skinning = source.skinning;
  7842. this.morphTargets = source.morphTargets;
  7843. this.morphNormals = source.morphNormals;
  7844. this.extensions = source.extensions;
  7845. return this;
  7846. };
  7847. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7848. var data = Material.prototype.toJSON.call( this, meta );
  7849. data.uniforms = {};
  7850. for ( var name in this.uniforms ) {
  7851. var uniform = this.uniforms[ name ];
  7852. var value = uniform.value;
  7853. if ( value && value.isTexture ) {
  7854. data.uniforms[ name ] = {
  7855. type: 't',
  7856. value: value.toJSON( meta ).uuid
  7857. };
  7858. } else if ( value && value.isColor ) {
  7859. data.uniforms[ name ] = {
  7860. type: 'c',
  7861. value: value.getHex()
  7862. };
  7863. } else if ( value && value.isVector2 ) {
  7864. data.uniforms[ name ] = {
  7865. type: 'v2',
  7866. value: value.toArray()
  7867. };
  7868. } else if ( value && value.isVector3 ) {
  7869. data.uniforms[ name ] = {
  7870. type: 'v3',
  7871. value: value.toArray()
  7872. };
  7873. } else if ( value && value.isVector4 ) {
  7874. data.uniforms[ name ] = {
  7875. type: 'v4',
  7876. value: value.toArray()
  7877. };
  7878. } else if ( value && value.isMatrix3 ) {
  7879. data.uniforms[ name ] = {
  7880. type: 'm3',
  7881. value: value.toArray()
  7882. };
  7883. } else if ( value && value.isMatrix4 ) {
  7884. data.uniforms[ name ] = {
  7885. type: 'm4',
  7886. value: value.toArray()
  7887. };
  7888. } else {
  7889. data.uniforms[ name ] = {
  7890. value: value
  7891. };
  7892. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7893. }
  7894. }
  7895. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7896. data.vertexShader = this.vertexShader;
  7897. data.fragmentShader = this.fragmentShader;
  7898. var extensions = {};
  7899. for ( var key in this.extensions ) {
  7900. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7901. }
  7902. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7903. return data;
  7904. };
  7905. /**
  7906. * @author mrdoob / http://mrdoob.com/
  7907. * @author mikael emtinger / http://gomo.se/
  7908. * @author WestLangley / http://github.com/WestLangley
  7909. */
  7910. function Camera() {
  7911. Object3D.call( this );
  7912. this.type = 'Camera';
  7913. this.matrixWorldInverse = new Matrix4();
  7914. this.projectionMatrix = new Matrix4();
  7915. this.projectionMatrixInverse = new Matrix4();
  7916. }
  7917. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7918. constructor: Camera,
  7919. isCamera: true,
  7920. copy: function ( source, recursive ) {
  7921. Object3D.prototype.copy.call( this, source, recursive );
  7922. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7923. this.projectionMatrix.copy( source.projectionMatrix );
  7924. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7925. return this;
  7926. },
  7927. getWorldDirection: function ( target ) {
  7928. if ( target === undefined ) {
  7929. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7930. target = new Vector3();
  7931. }
  7932. this.updateMatrixWorld( true );
  7933. var e = this.matrixWorld.elements;
  7934. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7935. },
  7936. updateMatrixWorld: function ( force ) {
  7937. Object3D.prototype.updateMatrixWorld.call( this, force );
  7938. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7939. },
  7940. clone: function () {
  7941. return new this.constructor().copy( this );
  7942. }
  7943. } );
  7944. /**
  7945. * @author mrdoob / http://mrdoob.com/
  7946. * @author greggman / http://games.greggman.com/
  7947. * @author zz85 / http://www.lab4games.net/zz85/blog
  7948. * @author tschw
  7949. */
  7950. function PerspectiveCamera( fov, aspect, near, far ) {
  7951. Camera.call( this );
  7952. this.type = 'PerspectiveCamera';
  7953. this.fov = fov !== undefined ? fov : 50;
  7954. this.zoom = 1;
  7955. this.near = near !== undefined ? near : 0.1;
  7956. this.far = far !== undefined ? far : 2000;
  7957. this.focus = 10;
  7958. this.aspect = aspect !== undefined ? aspect : 1;
  7959. this.view = null;
  7960. this.filmGauge = 35; // width of the film (default in millimeters)
  7961. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7962. this.updateProjectionMatrix();
  7963. }
  7964. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7965. constructor: PerspectiveCamera,
  7966. isPerspectiveCamera: true,
  7967. copy: function ( source, recursive ) {
  7968. Camera.prototype.copy.call( this, source, recursive );
  7969. this.fov = source.fov;
  7970. this.zoom = source.zoom;
  7971. this.near = source.near;
  7972. this.far = source.far;
  7973. this.focus = source.focus;
  7974. this.aspect = source.aspect;
  7975. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7976. this.filmGauge = source.filmGauge;
  7977. this.filmOffset = source.filmOffset;
  7978. return this;
  7979. },
  7980. /**
  7981. * Sets the FOV by focal length in respect to the current .filmGauge.
  7982. *
  7983. * The default film gauge is 35, so that the focal length can be specified for
  7984. * a 35mm (full frame) camera.
  7985. *
  7986. * Values for focal length and film gauge must have the same unit.
  7987. */
  7988. setFocalLength: function ( focalLength ) {
  7989. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7990. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7991. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7992. this.updateProjectionMatrix();
  7993. },
  7994. /**
  7995. * Calculates the focal length from the current .fov and .filmGauge.
  7996. */
  7997. getFocalLength: function () {
  7998. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7999. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8000. },
  8001. getEffectiveFOV: function () {
  8002. return _Math.RAD2DEG * 2 * Math.atan(
  8003. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8004. },
  8005. getFilmWidth: function () {
  8006. // film not completely covered in portrait format (aspect < 1)
  8007. return this.filmGauge * Math.min( this.aspect, 1 );
  8008. },
  8009. getFilmHeight: function () {
  8010. // film not completely covered in landscape format (aspect > 1)
  8011. return this.filmGauge / Math.max( this.aspect, 1 );
  8012. },
  8013. /**
  8014. * Sets an offset in a larger frustum. This is useful for multi-window or
  8015. * multi-monitor/multi-machine setups.
  8016. *
  8017. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8018. * the monitors are in grid like this
  8019. *
  8020. * +---+---+---+
  8021. * | A | B | C |
  8022. * +---+---+---+
  8023. * | D | E | F |
  8024. * +---+---+---+
  8025. *
  8026. * then for each monitor you would call it like this
  8027. *
  8028. * var w = 1920;
  8029. * var h = 1080;
  8030. * var fullWidth = w * 3;
  8031. * var fullHeight = h * 2;
  8032. *
  8033. * --A--
  8034. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8035. * --B--
  8036. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8037. * --C--
  8038. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8039. * --D--
  8040. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8041. * --E--
  8042. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8043. * --F--
  8044. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8045. *
  8046. * Note there is no reason monitors have to be the same size or in a grid.
  8047. */
  8048. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8049. this.aspect = fullWidth / fullHeight;
  8050. if ( this.view === null ) {
  8051. this.view = {
  8052. enabled: true,
  8053. fullWidth: 1,
  8054. fullHeight: 1,
  8055. offsetX: 0,
  8056. offsetY: 0,
  8057. width: 1,
  8058. height: 1
  8059. };
  8060. }
  8061. this.view.enabled = true;
  8062. this.view.fullWidth = fullWidth;
  8063. this.view.fullHeight = fullHeight;
  8064. this.view.offsetX = x;
  8065. this.view.offsetY = y;
  8066. this.view.width = width;
  8067. this.view.height = height;
  8068. this.updateProjectionMatrix();
  8069. },
  8070. clearViewOffset: function () {
  8071. if ( this.view !== null ) {
  8072. this.view.enabled = false;
  8073. }
  8074. this.updateProjectionMatrix();
  8075. },
  8076. updateProjectionMatrix: function () {
  8077. var near = this.near,
  8078. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8079. height = 2 * top,
  8080. width = this.aspect * height,
  8081. left = - 0.5 * width,
  8082. view = this.view;
  8083. if ( this.view !== null && this.view.enabled ) {
  8084. var fullWidth = view.fullWidth,
  8085. fullHeight = view.fullHeight;
  8086. left += view.offsetX * width / fullWidth;
  8087. top -= view.offsetY * height / fullHeight;
  8088. width *= view.width / fullWidth;
  8089. height *= view.height / fullHeight;
  8090. }
  8091. var skew = this.filmOffset;
  8092. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8093. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8094. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8095. },
  8096. toJSON: function ( meta ) {
  8097. var data = Object3D.prototype.toJSON.call( this, meta );
  8098. data.object.fov = this.fov;
  8099. data.object.zoom = this.zoom;
  8100. data.object.near = this.near;
  8101. data.object.far = this.far;
  8102. data.object.focus = this.focus;
  8103. data.object.aspect = this.aspect;
  8104. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8105. data.object.filmGauge = this.filmGauge;
  8106. data.object.filmOffset = this.filmOffset;
  8107. return data;
  8108. }
  8109. } );
  8110. /**
  8111. * Camera for rendering cube maps
  8112. * - renders scene into axis-aligned cube
  8113. *
  8114. * @author alteredq / http://alteredqualia.com/
  8115. */
  8116. var fov = 90, aspect = 1;
  8117. function CubeCamera( near, far, cubeResolution, options ) {
  8118. Object3D.call( this );
  8119. this.type = 'CubeCamera';
  8120. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8121. cameraPX.up.set( 0, - 1, 0 );
  8122. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8123. this.add( cameraPX );
  8124. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8125. cameraNX.up.set( 0, - 1, 0 );
  8126. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8127. this.add( cameraNX );
  8128. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8129. cameraPY.up.set( 0, 0, 1 );
  8130. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8131. this.add( cameraPY );
  8132. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8133. cameraNY.up.set( 0, 0, - 1 );
  8134. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8135. this.add( cameraNY );
  8136. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8137. cameraPZ.up.set( 0, - 1, 0 );
  8138. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8139. this.add( cameraPZ );
  8140. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8141. cameraNZ.up.set( 0, - 1, 0 );
  8142. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8143. this.add( cameraNZ );
  8144. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8145. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8146. this.renderTarget.texture.name = "CubeCamera";
  8147. this.update = function ( renderer, scene ) {
  8148. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8149. var currentRenderTarget = renderer.getRenderTarget();
  8150. var renderTarget = this.renderTarget;
  8151. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8152. renderTarget.texture.generateMipmaps = false;
  8153. renderer.setRenderTarget( renderTarget, 0 );
  8154. renderer.render( scene, cameraPX );
  8155. renderer.setRenderTarget( renderTarget, 1 );
  8156. renderer.render( scene, cameraNX );
  8157. renderer.setRenderTarget( renderTarget, 2 );
  8158. renderer.render( scene, cameraPY );
  8159. renderer.setRenderTarget( renderTarget, 3 );
  8160. renderer.render( scene, cameraNY );
  8161. renderer.setRenderTarget( renderTarget, 4 );
  8162. renderer.render( scene, cameraPZ );
  8163. renderTarget.texture.generateMipmaps = generateMipmaps;
  8164. renderer.setRenderTarget( renderTarget, 5 );
  8165. renderer.render( scene, cameraNZ );
  8166. renderer.setRenderTarget( currentRenderTarget );
  8167. };
  8168. this.clear = function ( renderer, color, depth, stencil ) {
  8169. var currentRenderTarget = renderer.getRenderTarget();
  8170. var renderTarget = this.renderTarget;
  8171. for ( var i = 0; i < 6; i ++ ) {
  8172. renderer.setRenderTarget( renderTarget, i );
  8173. renderer.clear( color, depth, stencil );
  8174. }
  8175. renderer.setRenderTarget( currentRenderTarget );
  8176. };
  8177. }
  8178. CubeCamera.prototype = Object.create( Object3D.prototype );
  8179. CubeCamera.prototype.constructor = CubeCamera;
  8180. /**
  8181. * @author alteredq / http://alteredqualia.com
  8182. * @author WestLangley / http://github.com/WestLangley
  8183. */
  8184. function WebGLRenderTargetCube( width, height, options ) {
  8185. WebGLRenderTarget.call( this, width, height, options );
  8186. }
  8187. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8188. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8189. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8190. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8191. this.texture.type = texture.type;
  8192. this.texture.format = texture.format;
  8193. this.texture.encoding = texture.encoding;
  8194. var scene = new Scene();
  8195. var shader = {
  8196. uniforms: {
  8197. tEquirect: { value: null },
  8198. },
  8199. vertexShader: [
  8200. "varying vec3 vWorldDirection;",
  8201. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8202. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8203. "}",
  8204. "void main() {",
  8205. " vWorldDirection = transformDirection( position, modelMatrix );",
  8206. " #include <begin_vertex>",
  8207. " #include <project_vertex>",
  8208. "}"
  8209. ].join( '\n' ),
  8210. fragmentShader: [
  8211. "uniform sampler2D tEquirect;",
  8212. "varying vec3 vWorldDirection;",
  8213. "#define RECIPROCAL_PI 0.31830988618",
  8214. "#define RECIPROCAL_PI2 0.15915494",
  8215. "void main() {",
  8216. " vec3 direction = normalize( vWorldDirection );",
  8217. " vec2 sampleUV;",
  8218. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8219. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8220. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8221. "}"
  8222. ].join( '\n' ),
  8223. };
  8224. var material = new ShaderMaterial( {
  8225. type: 'CubemapFromEquirect',
  8226. uniforms: cloneUniforms( shader.uniforms ),
  8227. vertexShader: shader.vertexShader,
  8228. fragmentShader: shader.fragmentShader,
  8229. side: BackSide,
  8230. blending: NoBlending
  8231. } );
  8232. material.uniforms.tEquirect.value = texture;
  8233. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8234. scene.add( mesh );
  8235. var camera = new CubeCamera( 1, 10, 1 );
  8236. camera.renderTarget = this;
  8237. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8238. camera.update( renderer, scene );
  8239. mesh.geometry.dispose();
  8240. mesh.material.dispose();
  8241. return this;
  8242. };
  8243. /**
  8244. * @author alteredq / http://alteredqualia.com/
  8245. */
  8246. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8247. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8248. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8249. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8250. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8251. this.generateMipmaps = false;
  8252. this.flipY = false;
  8253. this.unpackAlignment = 1;
  8254. this.needsUpdate = true;
  8255. }
  8256. DataTexture.prototype = Object.create( Texture.prototype );
  8257. DataTexture.prototype.constructor = DataTexture;
  8258. DataTexture.prototype.isDataTexture = true;
  8259. /**
  8260. * @author mrdoob / http://mrdoob.com/
  8261. * @author alteredq / http://alteredqualia.com/
  8262. * @author bhouston / http://clara.io
  8263. */
  8264. var _sphere$1 = new Sphere();
  8265. var _vector$5 = new Vector3();
  8266. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8267. this.planes = [
  8268. ( p0 !== undefined ) ? p0 : new Plane(),
  8269. ( p1 !== undefined ) ? p1 : new Plane(),
  8270. ( p2 !== undefined ) ? p2 : new Plane(),
  8271. ( p3 !== undefined ) ? p3 : new Plane(),
  8272. ( p4 !== undefined ) ? p4 : new Plane(),
  8273. ( p5 !== undefined ) ? p5 : new Plane()
  8274. ];
  8275. }
  8276. Object.assign( Frustum.prototype, {
  8277. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8278. var planes = this.planes;
  8279. planes[ 0 ].copy( p0 );
  8280. planes[ 1 ].copy( p1 );
  8281. planes[ 2 ].copy( p2 );
  8282. planes[ 3 ].copy( p3 );
  8283. planes[ 4 ].copy( p4 );
  8284. planes[ 5 ].copy( p5 );
  8285. return this;
  8286. },
  8287. clone: function () {
  8288. return new this.constructor().copy( this );
  8289. },
  8290. copy: function ( frustum ) {
  8291. var planes = this.planes;
  8292. for ( var i = 0; i < 6; i ++ ) {
  8293. planes[ i ].copy( frustum.planes[ i ] );
  8294. }
  8295. return this;
  8296. },
  8297. setFromMatrix: function ( m ) {
  8298. var planes = this.planes;
  8299. var me = m.elements;
  8300. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8301. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8302. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8303. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8304. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8305. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8306. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8307. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8308. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8309. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8310. return this;
  8311. },
  8312. intersectsObject: function ( object ) {
  8313. var geometry = object.geometry;
  8314. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8315. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8316. return this.intersectsSphere( _sphere$1 );
  8317. },
  8318. intersectsSprite: function ( sprite ) {
  8319. _sphere$1.center.set( 0, 0, 0 );
  8320. _sphere$1.radius = 0.7071067811865476;
  8321. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8322. return this.intersectsSphere( _sphere$1 );
  8323. },
  8324. intersectsSphere: function ( sphere ) {
  8325. var planes = this.planes;
  8326. var center = sphere.center;
  8327. var negRadius = - sphere.radius;
  8328. for ( var i = 0; i < 6; i ++ ) {
  8329. var distance = planes[ i ].distanceToPoint( center );
  8330. if ( distance < negRadius ) {
  8331. return false;
  8332. }
  8333. }
  8334. return true;
  8335. },
  8336. intersectsBox: function ( box ) {
  8337. var planes = this.planes;
  8338. for ( var i = 0; i < 6; i ++ ) {
  8339. var plane = planes[ i ];
  8340. // corner at max distance
  8341. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8342. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8343. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8344. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8345. return false;
  8346. }
  8347. }
  8348. return true;
  8349. },
  8350. containsPoint: function ( point ) {
  8351. var planes = this.planes;
  8352. for ( var i = 0; i < 6; i ++ ) {
  8353. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8354. return false;
  8355. }
  8356. }
  8357. return true;
  8358. }
  8359. } );
  8360. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8361. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8362. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8363. 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";
  8364. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8365. var begin_vertex = "vec3 transformed = vec3( position );";
  8366. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8367. 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";
  8368. 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";
  8369. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8370. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8371. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8372. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8373. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8374. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8375. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8376. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8377. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8378. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8379. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8380. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8381. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8382. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8383. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8384. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8385. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8386. 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_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8387. 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";
  8388. 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";
  8389. 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";
  8390. 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";
  8391. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8392. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8393. 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";
  8394. 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";
  8395. 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}";
  8396. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8397. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8398. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8399. 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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8400. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8401. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8402. 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)";
  8403. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8404. 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)";
  8405. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8406. 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}";
  8407. 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#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8408. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8409. 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";
  8410. 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";
  8411. 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";
  8412. 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";
  8413. 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";
  8414. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8415. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8416. 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";
  8417. 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";
  8418. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8419. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8420. 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";
  8421. 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";
  8422. 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";
  8423. 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;";
  8424. 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";
  8425. 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";
  8426. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8427. 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";
  8428. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8429. 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 unpack2HalfToRGBA( 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}";
  8430. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8431. 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;";
  8432. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8433. 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";
  8434. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8435. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8436. 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 unpack2HalfToRGBA( 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 texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#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";
  8437. 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";
  8438. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8439. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8440. 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";
  8441. 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";
  8442. 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";
  8443. 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";
  8444. 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";
  8445. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8446. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8447. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8448. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8449. 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";
  8450. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8451. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8452. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8453. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8454. 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";
  8455. 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}";
  8456. 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}";
  8457. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8458. 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}";
  8459. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  8460. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  8461. 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}";
  8462. 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}";
  8463. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8464. 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}";
  8465. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8466. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8467. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8468. 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}";
  8469. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8470. 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}";
  8471. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8472. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8473. 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}";
  8474. 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}";
  8475. 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 <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}";
  8476. 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}";
  8477. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8478. 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}";
  8479. 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}";
  8480. 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}";
  8481. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8482. 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}";
  8483. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  8484. 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}";
  8485. 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}";
  8486. 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}";
  8487. var ShaderChunk = {
  8488. alphamap_fragment: alphamap_fragment,
  8489. alphamap_pars_fragment: alphamap_pars_fragment,
  8490. alphatest_fragment: alphatest_fragment,
  8491. aomap_fragment: aomap_fragment,
  8492. aomap_pars_fragment: aomap_pars_fragment,
  8493. begin_vertex: begin_vertex,
  8494. beginnormal_vertex: beginnormal_vertex,
  8495. bsdfs: bsdfs,
  8496. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8497. clipping_planes_fragment: clipping_planes_fragment,
  8498. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8499. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8500. clipping_planes_vertex: clipping_planes_vertex,
  8501. color_fragment: color_fragment,
  8502. color_pars_fragment: color_pars_fragment,
  8503. color_pars_vertex: color_pars_vertex,
  8504. color_vertex: color_vertex,
  8505. common: common,
  8506. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8507. defaultnormal_vertex: defaultnormal_vertex,
  8508. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8509. displacementmap_vertex: displacementmap_vertex,
  8510. emissivemap_fragment: emissivemap_fragment,
  8511. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8512. encodings_fragment: encodings_fragment,
  8513. encodings_pars_fragment: encodings_pars_fragment,
  8514. envmap_fragment: envmap_fragment,
  8515. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8516. envmap_pars_fragment: envmap_pars_fragment,
  8517. envmap_pars_vertex: envmap_pars_vertex,
  8518. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8519. envmap_vertex: envmap_vertex,
  8520. fog_vertex: fog_vertex,
  8521. fog_pars_vertex: fog_pars_vertex,
  8522. fog_fragment: fog_fragment,
  8523. fog_pars_fragment: fog_pars_fragment,
  8524. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8525. lightmap_fragment: lightmap_fragment,
  8526. lightmap_pars_fragment: lightmap_pars_fragment,
  8527. lights_lambert_vertex: lights_lambert_vertex,
  8528. lights_pars_begin: lights_pars_begin,
  8529. lights_toon_fragment: lights_toon_fragment,
  8530. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8531. lights_phong_fragment: lights_phong_fragment,
  8532. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8533. lights_physical_fragment: lights_physical_fragment,
  8534. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8535. lights_fragment_begin: lights_fragment_begin,
  8536. lights_fragment_maps: lights_fragment_maps,
  8537. lights_fragment_end: lights_fragment_end,
  8538. logdepthbuf_fragment: logdepthbuf_fragment,
  8539. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8540. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8541. logdepthbuf_vertex: logdepthbuf_vertex,
  8542. map_fragment: map_fragment,
  8543. map_pars_fragment: map_pars_fragment,
  8544. map_particle_fragment: map_particle_fragment,
  8545. map_particle_pars_fragment: map_particle_pars_fragment,
  8546. metalnessmap_fragment: metalnessmap_fragment,
  8547. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8548. morphnormal_vertex: morphnormal_vertex,
  8549. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8550. morphtarget_vertex: morphtarget_vertex,
  8551. normal_fragment_begin: normal_fragment_begin,
  8552. normal_fragment_maps: normal_fragment_maps,
  8553. normalmap_pars_fragment: normalmap_pars_fragment,
  8554. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8555. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8556. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8557. packing: packing,
  8558. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8559. project_vertex: project_vertex,
  8560. dithering_fragment: dithering_fragment,
  8561. dithering_pars_fragment: dithering_pars_fragment,
  8562. roughnessmap_fragment: roughnessmap_fragment,
  8563. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8564. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8565. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8566. shadowmap_vertex: shadowmap_vertex,
  8567. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8568. skinbase_vertex: skinbase_vertex,
  8569. skinning_pars_vertex: skinning_pars_vertex,
  8570. skinning_vertex: skinning_vertex,
  8571. skinnormal_vertex: skinnormal_vertex,
  8572. specularmap_fragment: specularmap_fragment,
  8573. specularmap_pars_fragment: specularmap_pars_fragment,
  8574. tonemapping_fragment: tonemapping_fragment,
  8575. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8576. uv_pars_fragment: uv_pars_fragment,
  8577. uv_pars_vertex: uv_pars_vertex,
  8578. uv_vertex: uv_vertex,
  8579. uv2_pars_fragment: uv2_pars_fragment,
  8580. uv2_pars_vertex: uv2_pars_vertex,
  8581. uv2_vertex: uv2_vertex,
  8582. worldpos_vertex: worldpos_vertex,
  8583. background_frag: background_frag,
  8584. background_vert: background_vert,
  8585. cube_frag: cube_frag,
  8586. cube_vert: cube_vert,
  8587. depth_frag: depth_frag,
  8588. depth_vert: depth_vert,
  8589. distanceRGBA_frag: distanceRGBA_frag,
  8590. distanceRGBA_vert: distanceRGBA_vert,
  8591. equirect_frag: equirect_frag,
  8592. equirect_vert: equirect_vert,
  8593. linedashed_frag: linedashed_frag,
  8594. linedashed_vert: linedashed_vert,
  8595. meshbasic_frag: meshbasic_frag,
  8596. meshbasic_vert: meshbasic_vert,
  8597. meshlambert_frag: meshlambert_frag,
  8598. meshlambert_vert: meshlambert_vert,
  8599. meshmatcap_frag: meshmatcap_frag,
  8600. meshmatcap_vert: meshmatcap_vert,
  8601. meshtoon_frag: meshtoon_frag,
  8602. meshtoon_vert: meshtoon_vert,
  8603. meshphong_frag: meshphong_frag,
  8604. meshphong_vert: meshphong_vert,
  8605. meshphysical_frag: meshphysical_frag,
  8606. meshphysical_vert: meshphysical_vert,
  8607. normal_frag: normal_frag,
  8608. normal_vert: normal_vert,
  8609. points_frag: points_frag,
  8610. points_vert: points_vert,
  8611. shadow_frag: shadow_frag,
  8612. shadow_vert: shadow_vert,
  8613. sprite_frag: sprite_frag,
  8614. sprite_vert: sprite_vert
  8615. };
  8616. /**
  8617. * Uniforms library for shared webgl shaders
  8618. */
  8619. var UniformsLib = {
  8620. common: {
  8621. diffuse: { value: new Color( 0xeeeeee ) },
  8622. opacity: { value: 1.0 },
  8623. map: { value: null },
  8624. uvTransform: { value: new Matrix3() },
  8625. alphaMap: { value: null },
  8626. },
  8627. specularmap: {
  8628. specularMap: { value: null },
  8629. },
  8630. envmap: {
  8631. envMap: { value: null },
  8632. flipEnvMap: { value: - 1 },
  8633. reflectivity: { value: 1.0 },
  8634. refractionRatio: { value: 0.98 },
  8635. maxMipLevel: { value: 0 }
  8636. },
  8637. aomap: {
  8638. aoMap: { value: null },
  8639. aoMapIntensity: { value: 1 }
  8640. },
  8641. lightmap: {
  8642. lightMap: { value: null },
  8643. lightMapIntensity: { value: 1 }
  8644. },
  8645. emissivemap: {
  8646. emissiveMap: { value: null }
  8647. },
  8648. bumpmap: {
  8649. bumpMap: { value: null },
  8650. bumpScale: { value: 1 }
  8651. },
  8652. normalmap: {
  8653. normalMap: { value: null },
  8654. normalScale: { value: new Vector2( 1, 1 ) }
  8655. },
  8656. displacementmap: {
  8657. displacementMap: { value: null },
  8658. displacementScale: { value: 1 },
  8659. displacementBias: { value: 0 }
  8660. },
  8661. roughnessmap: {
  8662. roughnessMap: { value: null }
  8663. },
  8664. metalnessmap: {
  8665. metalnessMap: { value: null }
  8666. },
  8667. gradientmap: {
  8668. gradientMap: { value: null }
  8669. },
  8670. fog: {
  8671. fogDensity: { value: 0.00025 },
  8672. fogNear: { value: 1 },
  8673. fogFar: { value: 2000 },
  8674. fogColor: { value: new Color( 0xffffff ) }
  8675. },
  8676. lights: {
  8677. ambientLightColor: { value: [] },
  8678. lightProbe: { value: [] },
  8679. directionalLights: { value: [], properties: {
  8680. direction: {},
  8681. color: {},
  8682. shadow: {},
  8683. shadowBias: {},
  8684. shadowRadius: {},
  8685. shadowMapSize: {}
  8686. } },
  8687. directionalShadowMap: { value: [] },
  8688. directionalShadowMatrix: { value: [] },
  8689. spotLights: { value: [], properties: {
  8690. color: {},
  8691. position: {},
  8692. direction: {},
  8693. distance: {},
  8694. coneCos: {},
  8695. penumbraCos: {},
  8696. decay: {},
  8697. shadow: {},
  8698. shadowBias: {},
  8699. shadowRadius: {},
  8700. shadowMapSize: {}
  8701. } },
  8702. spotShadowMap: { value: [] },
  8703. spotShadowMatrix: { value: [] },
  8704. pointLights: { value: [], properties: {
  8705. color: {},
  8706. position: {},
  8707. decay: {},
  8708. distance: {},
  8709. shadow: {},
  8710. shadowBias: {},
  8711. shadowRadius: {},
  8712. shadowMapSize: {},
  8713. shadowCameraNear: {},
  8714. shadowCameraFar: {}
  8715. } },
  8716. pointShadowMap: { value: [] },
  8717. pointShadowMatrix: { value: [] },
  8718. hemisphereLights: { value: [], properties: {
  8719. direction: {},
  8720. skyColor: {},
  8721. groundColor: {}
  8722. } },
  8723. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8724. rectAreaLights: { value: [], properties: {
  8725. color: {},
  8726. position: {},
  8727. width: {},
  8728. height: {}
  8729. } }
  8730. },
  8731. points: {
  8732. diffuse: { value: new Color( 0xeeeeee ) },
  8733. opacity: { value: 1.0 },
  8734. size: { value: 1.0 },
  8735. scale: { value: 1.0 },
  8736. map: { value: null },
  8737. alphaMap: { value: null },
  8738. uvTransform: { value: new Matrix3() }
  8739. },
  8740. sprite: {
  8741. diffuse: { value: new Color( 0xeeeeee ) },
  8742. opacity: { value: 1.0 },
  8743. center: { value: new Vector2( 0.5, 0.5 ) },
  8744. rotation: { value: 0.0 },
  8745. map: { value: null },
  8746. alphaMap: { value: null },
  8747. uvTransform: { value: new Matrix3() }
  8748. }
  8749. };
  8750. /**
  8751. * @author alteredq / http://alteredqualia.com/
  8752. * @author mrdoob / http://mrdoob.com/
  8753. * @author mikael emtinger / http://gomo.se/
  8754. */
  8755. var ShaderLib = {
  8756. basic: {
  8757. uniforms: mergeUniforms( [
  8758. UniformsLib.common,
  8759. UniformsLib.specularmap,
  8760. UniformsLib.envmap,
  8761. UniformsLib.aomap,
  8762. UniformsLib.lightmap,
  8763. UniformsLib.fog
  8764. ] ),
  8765. vertexShader: ShaderChunk.meshbasic_vert,
  8766. fragmentShader: ShaderChunk.meshbasic_frag
  8767. },
  8768. lambert: {
  8769. uniforms: mergeUniforms( [
  8770. UniformsLib.common,
  8771. UniformsLib.specularmap,
  8772. UniformsLib.envmap,
  8773. UniformsLib.aomap,
  8774. UniformsLib.lightmap,
  8775. UniformsLib.emissivemap,
  8776. UniformsLib.fog,
  8777. UniformsLib.lights,
  8778. {
  8779. emissive: { value: new Color( 0x000000 ) }
  8780. }
  8781. ] ),
  8782. vertexShader: ShaderChunk.meshlambert_vert,
  8783. fragmentShader: ShaderChunk.meshlambert_frag
  8784. },
  8785. phong: {
  8786. uniforms: mergeUniforms( [
  8787. UniformsLib.common,
  8788. UniformsLib.specularmap,
  8789. UniformsLib.envmap,
  8790. UniformsLib.aomap,
  8791. UniformsLib.lightmap,
  8792. UniformsLib.emissivemap,
  8793. UniformsLib.bumpmap,
  8794. UniformsLib.normalmap,
  8795. UniformsLib.displacementmap,
  8796. UniformsLib.fog,
  8797. UniformsLib.lights,
  8798. {
  8799. emissive: { value: new Color( 0x000000 ) },
  8800. specular: { value: new Color( 0x111111 ) },
  8801. shininess: { value: 30 }
  8802. }
  8803. ] ),
  8804. vertexShader: ShaderChunk.meshphong_vert,
  8805. fragmentShader: ShaderChunk.meshphong_frag
  8806. },
  8807. standard: {
  8808. uniforms: mergeUniforms( [
  8809. UniformsLib.common,
  8810. UniformsLib.envmap,
  8811. UniformsLib.aomap,
  8812. UniformsLib.lightmap,
  8813. UniformsLib.emissivemap,
  8814. UniformsLib.bumpmap,
  8815. UniformsLib.normalmap,
  8816. UniformsLib.displacementmap,
  8817. UniformsLib.roughnessmap,
  8818. UniformsLib.metalnessmap,
  8819. UniformsLib.fog,
  8820. UniformsLib.lights,
  8821. {
  8822. emissive: { value: new Color( 0x000000 ) },
  8823. roughness: { value: 0.5 },
  8824. metalness: { value: 0.5 },
  8825. envMapIntensity: { value: 1 } // temporary
  8826. }
  8827. ] ),
  8828. vertexShader: ShaderChunk.meshphysical_vert,
  8829. fragmentShader: ShaderChunk.meshphysical_frag
  8830. },
  8831. toon: {
  8832. uniforms: mergeUniforms( [
  8833. UniformsLib.common,
  8834. UniformsLib.specularmap,
  8835. UniformsLib.aomap,
  8836. UniformsLib.lightmap,
  8837. UniformsLib.emissivemap,
  8838. UniformsLib.bumpmap,
  8839. UniformsLib.normalmap,
  8840. UniformsLib.displacementmap,
  8841. UniformsLib.gradientmap,
  8842. UniformsLib.fog,
  8843. UniformsLib.lights,
  8844. {
  8845. emissive: { value: new Color( 0x000000 ) },
  8846. specular: { value: new Color( 0x111111 ) },
  8847. shininess: { value: 30 }
  8848. }
  8849. ] ),
  8850. vertexShader: ShaderChunk.meshtoon_vert,
  8851. fragmentShader: ShaderChunk.meshtoon_frag
  8852. },
  8853. matcap: {
  8854. uniforms: mergeUniforms( [
  8855. UniformsLib.common,
  8856. UniformsLib.bumpmap,
  8857. UniformsLib.normalmap,
  8858. UniformsLib.displacementmap,
  8859. UniformsLib.fog,
  8860. {
  8861. matcap: { value: null }
  8862. }
  8863. ] ),
  8864. vertexShader: ShaderChunk.meshmatcap_vert,
  8865. fragmentShader: ShaderChunk.meshmatcap_frag
  8866. },
  8867. points: {
  8868. uniforms: mergeUniforms( [
  8869. UniformsLib.points,
  8870. UniformsLib.fog
  8871. ] ),
  8872. vertexShader: ShaderChunk.points_vert,
  8873. fragmentShader: ShaderChunk.points_frag
  8874. },
  8875. dashed: {
  8876. uniforms: mergeUniforms( [
  8877. UniformsLib.common,
  8878. UniformsLib.fog,
  8879. {
  8880. scale: { value: 1 },
  8881. dashSize: { value: 1 },
  8882. totalSize: { value: 2 }
  8883. }
  8884. ] ),
  8885. vertexShader: ShaderChunk.linedashed_vert,
  8886. fragmentShader: ShaderChunk.linedashed_frag
  8887. },
  8888. depth: {
  8889. uniforms: mergeUniforms( [
  8890. UniformsLib.common,
  8891. UniformsLib.displacementmap
  8892. ] ),
  8893. vertexShader: ShaderChunk.depth_vert,
  8894. fragmentShader: ShaderChunk.depth_frag
  8895. },
  8896. normal: {
  8897. uniforms: mergeUniforms( [
  8898. UniformsLib.common,
  8899. UniformsLib.bumpmap,
  8900. UniformsLib.normalmap,
  8901. UniformsLib.displacementmap,
  8902. {
  8903. opacity: { value: 1.0 }
  8904. }
  8905. ] ),
  8906. vertexShader: ShaderChunk.normal_vert,
  8907. fragmentShader: ShaderChunk.normal_frag
  8908. },
  8909. sprite: {
  8910. uniforms: mergeUniforms( [
  8911. UniformsLib.sprite,
  8912. UniformsLib.fog
  8913. ] ),
  8914. vertexShader: ShaderChunk.sprite_vert,
  8915. fragmentShader: ShaderChunk.sprite_frag
  8916. },
  8917. background: {
  8918. uniforms: {
  8919. uvTransform: { value: new Matrix3() },
  8920. t2D: { value: null },
  8921. },
  8922. vertexShader: ShaderChunk.background_vert,
  8923. fragmentShader: ShaderChunk.background_frag
  8924. },
  8925. /* -------------------------------------------------------------------------
  8926. // Cube map shader
  8927. ------------------------------------------------------------------------- */
  8928. cube: {
  8929. uniforms: {
  8930. tCube: { value: null },
  8931. tFlip: { value: - 1 },
  8932. opacity: { value: 1.0 }
  8933. },
  8934. vertexShader: ShaderChunk.cube_vert,
  8935. fragmentShader: ShaderChunk.cube_frag
  8936. },
  8937. equirect: {
  8938. uniforms: {
  8939. tEquirect: { value: null },
  8940. },
  8941. vertexShader: ShaderChunk.equirect_vert,
  8942. fragmentShader: ShaderChunk.equirect_frag
  8943. },
  8944. distanceRGBA: {
  8945. uniforms: mergeUniforms( [
  8946. UniformsLib.common,
  8947. UniformsLib.displacementmap,
  8948. {
  8949. referencePosition: { value: new Vector3() },
  8950. nearDistance: { value: 1 },
  8951. farDistance: { value: 1000 }
  8952. }
  8953. ] ),
  8954. vertexShader: ShaderChunk.distanceRGBA_vert,
  8955. fragmentShader: ShaderChunk.distanceRGBA_frag
  8956. },
  8957. shadow: {
  8958. uniforms: mergeUniforms( [
  8959. UniformsLib.lights,
  8960. UniformsLib.fog,
  8961. {
  8962. color: { value: new Color( 0x00000 ) },
  8963. opacity: { value: 1.0 }
  8964. } ] ),
  8965. vertexShader: ShaderChunk.shadow_vert,
  8966. fragmentShader: ShaderChunk.shadow_frag
  8967. }
  8968. };
  8969. ShaderLib.physical = {
  8970. uniforms: mergeUniforms( [
  8971. ShaderLib.standard.uniforms,
  8972. {
  8973. transparency: { value: 0 },
  8974. clearcoat: { value: 0 },
  8975. clearcoatRoughness: { value: 0 },
  8976. sheen: { value: new Color( 0x000000 ) },
  8977. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8978. clearcoatNormalMap: { value: null },
  8979. }
  8980. ] ),
  8981. vertexShader: ShaderChunk.meshphysical_vert,
  8982. fragmentShader: ShaderChunk.meshphysical_frag
  8983. };
  8984. /**
  8985. * @author mrdoob / http://mrdoob.com/
  8986. */
  8987. function WebGLAnimation() {
  8988. var context = null;
  8989. var isAnimating = false;
  8990. var animationLoop = null;
  8991. function onAnimationFrame( time, frame ) {
  8992. if ( isAnimating === false ) { return; }
  8993. animationLoop( time, frame );
  8994. context.requestAnimationFrame( onAnimationFrame );
  8995. }
  8996. return {
  8997. start: function () {
  8998. if ( isAnimating === true ) { return; }
  8999. if ( animationLoop === null ) { return; }
  9000. context.requestAnimationFrame( onAnimationFrame );
  9001. isAnimating = true;
  9002. },
  9003. stop: function () {
  9004. isAnimating = false;
  9005. },
  9006. setAnimationLoop: function ( callback ) {
  9007. animationLoop = callback;
  9008. },
  9009. setContext: function ( value ) {
  9010. context = value;
  9011. }
  9012. };
  9013. }
  9014. /**
  9015. * @author mrdoob / http://mrdoob.com/
  9016. */
  9017. function WebGLAttributes( gl ) {
  9018. var buffers = new WeakMap();
  9019. function createBuffer( attribute, bufferType ) {
  9020. var array = attribute.array;
  9021. var usage = attribute.usage;
  9022. var buffer = gl.createBuffer();
  9023. gl.bindBuffer( bufferType, buffer );
  9024. gl.bufferData( bufferType, array, usage );
  9025. attribute.onUploadCallback();
  9026. var type = 5126;
  9027. if ( array instanceof Float32Array ) {
  9028. type = 5126;
  9029. } else if ( array instanceof Float64Array ) {
  9030. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9031. } else if ( array instanceof Uint16Array ) {
  9032. type = 5123;
  9033. } else if ( array instanceof Int16Array ) {
  9034. type = 5122;
  9035. } else if ( array instanceof Uint32Array ) {
  9036. type = 5125;
  9037. } else if ( array instanceof Int32Array ) {
  9038. type = 5124;
  9039. } else if ( array instanceof Int8Array ) {
  9040. type = 5120;
  9041. } else if ( array instanceof Uint8Array ) {
  9042. type = 5121;
  9043. }
  9044. return {
  9045. buffer: buffer,
  9046. type: type,
  9047. bytesPerElement: array.BYTES_PER_ELEMENT,
  9048. version: attribute.version
  9049. };
  9050. }
  9051. function updateBuffer( buffer, attribute, bufferType ) {
  9052. var array = attribute.array;
  9053. var updateRange = attribute.updateRange;
  9054. gl.bindBuffer( bufferType, buffer );
  9055. if ( updateRange.count === - 1 ) {
  9056. // Not using update ranges
  9057. gl.bufferSubData( bufferType, 0, array );
  9058. } else {
  9059. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9060. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9061. updateRange.count = - 1; // reset range
  9062. }
  9063. }
  9064. //
  9065. function get( attribute ) {
  9066. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9067. return buffers.get( attribute );
  9068. }
  9069. function remove( attribute ) {
  9070. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9071. var data = buffers.get( attribute );
  9072. if ( data ) {
  9073. gl.deleteBuffer( data.buffer );
  9074. buffers.delete( attribute );
  9075. }
  9076. }
  9077. function update( attribute, bufferType ) {
  9078. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9079. var data = buffers.get( attribute );
  9080. if ( data === undefined ) {
  9081. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9082. } else if ( data.version < attribute.version ) {
  9083. updateBuffer( data.buffer, attribute, bufferType );
  9084. data.version = attribute.version;
  9085. }
  9086. }
  9087. return {
  9088. get: get,
  9089. remove: remove,
  9090. update: update
  9091. };
  9092. }
  9093. /**
  9094. * @author mrdoob / http://mrdoob.com/
  9095. * @author Mugen87 / https://github.com/Mugen87
  9096. */
  9097. // PlaneGeometry
  9098. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9099. Geometry.call( this );
  9100. this.type = 'PlaneGeometry';
  9101. this.parameters = {
  9102. width: width,
  9103. height: height,
  9104. widthSegments: widthSegments,
  9105. heightSegments: heightSegments
  9106. };
  9107. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9108. this.mergeVertices();
  9109. }
  9110. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9111. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9112. // PlaneBufferGeometry
  9113. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9114. BufferGeometry.call( this );
  9115. this.type = 'PlaneBufferGeometry';
  9116. this.parameters = {
  9117. width: width,
  9118. height: height,
  9119. widthSegments: widthSegments,
  9120. heightSegments: heightSegments
  9121. };
  9122. width = width || 1;
  9123. height = height || 1;
  9124. var width_half = width / 2;
  9125. var height_half = height / 2;
  9126. var gridX = Math.floor( widthSegments ) || 1;
  9127. var gridY = Math.floor( heightSegments ) || 1;
  9128. var gridX1 = gridX + 1;
  9129. var gridY1 = gridY + 1;
  9130. var segment_width = width / gridX;
  9131. var segment_height = height / gridY;
  9132. var ix, iy;
  9133. // buffers
  9134. var indices = [];
  9135. var vertices = [];
  9136. var normals = [];
  9137. var uvs = [];
  9138. // generate vertices, normals and uvs
  9139. for ( iy = 0; iy < gridY1; iy ++ ) {
  9140. var y = iy * segment_height - height_half;
  9141. for ( ix = 0; ix < gridX1; ix ++ ) {
  9142. var x = ix * segment_width - width_half;
  9143. vertices.push( x, - y, 0 );
  9144. normals.push( 0, 0, 1 );
  9145. uvs.push( ix / gridX );
  9146. uvs.push( 1 - ( iy / gridY ) );
  9147. }
  9148. }
  9149. // indices
  9150. for ( iy = 0; iy < gridY; iy ++ ) {
  9151. for ( ix = 0; ix < gridX; ix ++ ) {
  9152. var a = ix + gridX1 * iy;
  9153. var b = ix + gridX1 * ( iy + 1 );
  9154. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9155. var d = ( ix + 1 ) + gridX1 * iy;
  9156. // faces
  9157. indices.push( a, b, d );
  9158. indices.push( b, c, d );
  9159. }
  9160. }
  9161. // build geometry
  9162. this.setIndex( indices );
  9163. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9164. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9165. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9166. }
  9167. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9168. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9169. /**
  9170. * @author mrdoob / http://mrdoob.com/
  9171. */
  9172. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9173. var clearColor = new Color( 0x000000 );
  9174. var clearAlpha = 0;
  9175. var planeMesh;
  9176. var boxMesh;
  9177. // Store the current background texture and its `version`
  9178. // so we can recompile the material accordingly.
  9179. var currentBackground = null;
  9180. var currentBackgroundVersion = 0;
  9181. function render( renderList, scene, camera, forceClear ) {
  9182. var background = scene.background;
  9183. // Ignore background in AR
  9184. // TODO: Reconsider this.
  9185. var vr = renderer.vr;
  9186. var session = vr.getSession && vr.getSession();
  9187. if ( session && session.environmentBlendMode === 'additive' ) {
  9188. background = null;
  9189. }
  9190. if ( background === null ) {
  9191. setClear( clearColor, clearAlpha );
  9192. currentBackground = null;
  9193. currentBackgroundVersion = 0;
  9194. } else if ( background && background.isColor ) {
  9195. setClear( background, 1 );
  9196. forceClear = true;
  9197. currentBackground = null;
  9198. currentBackgroundVersion = 0;
  9199. }
  9200. if ( renderer.autoClear || forceClear ) {
  9201. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9202. }
  9203. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9204. if ( boxMesh === undefined ) {
  9205. boxMesh = new Mesh(
  9206. new BoxBufferGeometry( 1, 1, 1 ),
  9207. new ShaderMaterial( {
  9208. type: 'BackgroundCubeMaterial',
  9209. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9210. vertexShader: ShaderLib.cube.vertexShader,
  9211. fragmentShader: ShaderLib.cube.fragmentShader,
  9212. side: BackSide,
  9213. depthTest: false,
  9214. depthWrite: false,
  9215. fog: false
  9216. } )
  9217. );
  9218. boxMesh.geometry.deleteAttribute( 'normal' );
  9219. boxMesh.geometry.deleteAttribute( 'uv' );
  9220. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9221. this.matrixWorld.copyPosition( camera.matrixWorld );
  9222. };
  9223. // enable code injection for non-built-in material
  9224. Object.defineProperty( boxMesh.material, 'map', {
  9225. get: function () {
  9226. return this.uniforms.tCube.value;
  9227. }
  9228. } );
  9229. objects.update( boxMesh );
  9230. }
  9231. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9232. boxMesh.material.uniforms.tCube.value = texture;
  9233. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9234. if ( currentBackground !== background ||
  9235. currentBackgroundVersion !== texture.version ) {
  9236. boxMesh.material.needsUpdate = true;
  9237. currentBackground = background;
  9238. currentBackgroundVersion = texture.version;
  9239. }
  9240. // push to the pre-sorted opaque render list
  9241. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9242. } else if ( background && background.isTexture ) {
  9243. if ( planeMesh === undefined ) {
  9244. planeMesh = new Mesh(
  9245. new PlaneBufferGeometry( 2, 2 ),
  9246. new ShaderMaterial( {
  9247. type: 'BackgroundMaterial',
  9248. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9249. vertexShader: ShaderLib.background.vertexShader,
  9250. fragmentShader: ShaderLib.background.fragmentShader,
  9251. side: FrontSide,
  9252. depthTest: false,
  9253. depthWrite: false,
  9254. fog: false
  9255. } )
  9256. );
  9257. planeMesh.geometry.deleteAttribute( 'normal' );
  9258. // enable code injection for non-built-in material
  9259. Object.defineProperty( planeMesh.material, 'map', {
  9260. get: function () {
  9261. return this.uniforms.t2D.value;
  9262. }
  9263. } );
  9264. objects.update( planeMesh );
  9265. }
  9266. planeMesh.material.uniforms.t2D.value = background;
  9267. if ( background.matrixAutoUpdate === true ) {
  9268. background.updateMatrix();
  9269. }
  9270. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9271. if ( currentBackground !== background ||
  9272. currentBackgroundVersion !== background.version ) {
  9273. planeMesh.material.needsUpdate = true;
  9274. currentBackground = background;
  9275. currentBackgroundVersion = background.version;
  9276. }
  9277. // push to the pre-sorted opaque render list
  9278. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9279. }
  9280. }
  9281. function setClear( color, alpha ) {
  9282. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9283. }
  9284. return {
  9285. getClearColor: function () {
  9286. return clearColor;
  9287. },
  9288. setClearColor: function ( color, alpha ) {
  9289. clearColor.set( color );
  9290. clearAlpha = alpha !== undefined ? alpha : 1;
  9291. setClear( clearColor, clearAlpha );
  9292. },
  9293. getClearAlpha: function () {
  9294. return clearAlpha;
  9295. },
  9296. setClearAlpha: function ( alpha ) {
  9297. clearAlpha = alpha;
  9298. setClear( clearColor, clearAlpha );
  9299. },
  9300. render: render
  9301. };
  9302. }
  9303. /**
  9304. * @author mrdoob / http://mrdoob.com/
  9305. */
  9306. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9307. var isWebGL2 = capabilities.isWebGL2;
  9308. var mode;
  9309. function setMode( value ) {
  9310. mode = value;
  9311. }
  9312. function render( start, count ) {
  9313. gl.drawArrays( mode, start, count );
  9314. info.update( count, mode );
  9315. }
  9316. function renderInstances( geometry, start, count, primcount ) {
  9317. if ( primcount === 0 ) { return; }
  9318. var extension, methodName;
  9319. if ( isWebGL2 ) {
  9320. extension = gl;
  9321. methodName = 'drawArraysInstanced';
  9322. } else {
  9323. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9324. methodName = 'drawArraysInstancedANGLE';
  9325. if ( extension === null ) {
  9326. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9327. return;
  9328. }
  9329. }
  9330. extension[ methodName ]( mode, start, count, primcount );
  9331. info.update( count, mode, primcount );
  9332. }
  9333. //
  9334. this.setMode = setMode;
  9335. this.render = render;
  9336. this.renderInstances = renderInstances;
  9337. }
  9338. /**
  9339. * @author mrdoob / http://mrdoob.com/
  9340. */
  9341. function WebGLCapabilities( gl, extensions, parameters ) {
  9342. var maxAnisotropy;
  9343. function getMaxAnisotropy() {
  9344. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9345. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9346. if ( extension !== null ) {
  9347. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9348. } else {
  9349. maxAnisotropy = 0;
  9350. }
  9351. return maxAnisotropy;
  9352. }
  9353. function getMaxPrecision( precision ) {
  9354. if ( precision === 'highp' ) {
  9355. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9356. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9357. return 'highp';
  9358. }
  9359. precision = 'mediump';
  9360. }
  9361. if ( precision === 'mediump' ) {
  9362. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9363. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9364. return 'mediump';
  9365. }
  9366. }
  9367. return 'lowp';
  9368. }
  9369. /* eslint-disable no-undef */
  9370. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9371. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9372. /* eslint-enable no-undef */
  9373. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9374. var maxPrecision = getMaxPrecision( precision );
  9375. if ( maxPrecision !== precision ) {
  9376. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9377. precision = maxPrecision;
  9378. }
  9379. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9380. var maxTextures = gl.getParameter( 34930 );
  9381. var maxVertexTextures = gl.getParameter( 35660 );
  9382. var maxTextureSize = gl.getParameter( 3379 );
  9383. var maxCubemapSize = gl.getParameter( 34076 );
  9384. var maxAttributes = gl.getParameter( 34921 );
  9385. var maxVertexUniforms = gl.getParameter( 36347 );
  9386. var maxVaryings = gl.getParameter( 36348 );
  9387. var maxFragmentUniforms = gl.getParameter( 36349 );
  9388. var vertexTextures = maxVertexTextures > 0;
  9389. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9390. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9391. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9392. return {
  9393. isWebGL2: isWebGL2,
  9394. getMaxAnisotropy: getMaxAnisotropy,
  9395. getMaxPrecision: getMaxPrecision,
  9396. precision: precision,
  9397. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9398. maxTextures: maxTextures,
  9399. maxVertexTextures: maxVertexTextures,
  9400. maxTextureSize: maxTextureSize,
  9401. maxCubemapSize: maxCubemapSize,
  9402. maxAttributes: maxAttributes,
  9403. maxVertexUniforms: maxVertexUniforms,
  9404. maxVaryings: maxVaryings,
  9405. maxFragmentUniforms: maxFragmentUniforms,
  9406. vertexTextures: vertexTextures,
  9407. floatFragmentTextures: floatFragmentTextures,
  9408. floatVertexTextures: floatVertexTextures,
  9409. maxSamples: maxSamples
  9410. };
  9411. }
  9412. /**
  9413. * @author tschw
  9414. */
  9415. function WebGLClipping() {
  9416. var scope = this,
  9417. globalState = null,
  9418. numGlobalPlanes = 0,
  9419. localClippingEnabled = false,
  9420. renderingShadows = false,
  9421. plane = new Plane(),
  9422. viewNormalMatrix = new Matrix3(),
  9423. uniform = { value: null, needsUpdate: false };
  9424. this.uniform = uniform;
  9425. this.numPlanes = 0;
  9426. this.numIntersection = 0;
  9427. this.init = function ( planes, enableLocalClipping, camera ) {
  9428. var enabled =
  9429. planes.length !== 0 ||
  9430. enableLocalClipping ||
  9431. // enable state of previous frame - the clipping code has to
  9432. // run another frame in order to reset the state:
  9433. numGlobalPlanes !== 0 ||
  9434. localClippingEnabled;
  9435. localClippingEnabled = enableLocalClipping;
  9436. globalState = projectPlanes( planes, camera, 0 );
  9437. numGlobalPlanes = planes.length;
  9438. return enabled;
  9439. };
  9440. this.beginShadows = function () {
  9441. renderingShadows = true;
  9442. projectPlanes( null );
  9443. };
  9444. this.endShadows = function () {
  9445. renderingShadows = false;
  9446. resetGlobalState();
  9447. };
  9448. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9449. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9450. // there's no local clipping
  9451. if ( renderingShadows ) {
  9452. // there's no global clipping
  9453. projectPlanes( null );
  9454. } else {
  9455. resetGlobalState();
  9456. }
  9457. } else {
  9458. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9459. lGlobal = nGlobal * 4,
  9460. dstArray = cache.clippingState || null;
  9461. uniform.value = dstArray; // ensure unique state
  9462. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9463. for ( var i = 0; i !== lGlobal; ++ i ) {
  9464. dstArray[ i ] = globalState[ i ];
  9465. }
  9466. cache.clippingState = dstArray;
  9467. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9468. this.numPlanes += nGlobal;
  9469. }
  9470. };
  9471. function resetGlobalState() {
  9472. if ( uniform.value !== globalState ) {
  9473. uniform.value = globalState;
  9474. uniform.needsUpdate = numGlobalPlanes > 0;
  9475. }
  9476. scope.numPlanes = numGlobalPlanes;
  9477. scope.numIntersection = 0;
  9478. }
  9479. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9480. var nPlanes = planes !== null ? planes.length : 0,
  9481. dstArray = null;
  9482. if ( nPlanes !== 0 ) {
  9483. dstArray = uniform.value;
  9484. if ( skipTransform !== true || dstArray === null ) {
  9485. var flatSize = dstOffset + nPlanes * 4,
  9486. viewMatrix = camera.matrixWorldInverse;
  9487. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9488. if ( dstArray === null || dstArray.length < flatSize ) {
  9489. dstArray = new Float32Array( flatSize );
  9490. }
  9491. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9492. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9493. plane.normal.toArray( dstArray, i4 );
  9494. dstArray[ i4 + 3 ] = plane.constant;
  9495. }
  9496. }
  9497. uniform.value = dstArray;
  9498. uniform.needsUpdate = true;
  9499. }
  9500. scope.numPlanes = nPlanes;
  9501. return dstArray;
  9502. }
  9503. }
  9504. /**
  9505. * @author mrdoob / http://mrdoob.com/
  9506. */
  9507. function WebGLExtensions( gl ) {
  9508. var extensions = {};
  9509. return {
  9510. get: function ( name ) {
  9511. if ( extensions[ name ] !== undefined ) {
  9512. return extensions[ name ];
  9513. }
  9514. var extension;
  9515. switch ( name ) {
  9516. case 'WEBGL_depth_texture':
  9517. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9518. break;
  9519. case 'EXT_texture_filter_anisotropic':
  9520. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9521. break;
  9522. case 'WEBGL_compressed_texture_s3tc':
  9523. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9524. break;
  9525. case 'WEBGL_compressed_texture_pvrtc':
  9526. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9527. break;
  9528. default:
  9529. extension = gl.getExtension( name );
  9530. }
  9531. if ( extension === null ) {
  9532. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9533. }
  9534. extensions[ name ] = extension;
  9535. return extension;
  9536. }
  9537. };
  9538. }
  9539. /**
  9540. * @author mrdoob / http://mrdoob.com/
  9541. */
  9542. function WebGLGeometries( gl, attributes, info ) {
  9543. var geometries = new WeakMap();
  9544. var wireframeAttributes = new WeakMap();
  9545. function onGeometryDispose( event ) {
  9546. var geometry = event.target;
  9547. var buffergeometry = geometries.get( geometry );
  9548. if ( buffergeometry.index !== null ) {
  9549. attributes.remove( buffergeometry.index );
  9550. }
  9551. for ( var name in buffergeometry.attributes ) {
  9552. attributes.remove( buffergeometry.attributes[ name ] );
  9553. }
  9554. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9555. geometries.delete( geometry );
  9556. var attribute = wireframeAttributes.get( buffergeometry );
  9557. if ( attribute ) {
  9558. attributes.remove( attribute );
  9559. wireframeAttributes.delete( buffergeometry );
  9560. }
  9561. //
  9562. info.memory.geometries --;
  9563. }
  9564. function get( object, geometry ) {
  9565. var buffergeometry = geometries.get( geometry );
  9566. if ( buffergeometry ) { return buffergeometry; }
  9567. geometry.addEventListener( 'dispose', onGeometryDispose );
  9568. if ( geometry.isBufferGeometry ) {
  9569. buffergeometry = geometry;
  9570. } else if ( geometry.isGeometry ) {
  9571. if ( geometry._bufferGeometry === undefined ) {
  9572. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9573. }
  9574. buffergeometry = geometry._bufferGeometry;
  9575. }
  9576. geometries.set( geometry, buffergeometry );
  9577. info.memory.geometries ++;
  9578. return buffergeometry;
  9579. }
  9580. function update( geometry ) {
  9581. var index = geometry.index;
  9582. var geometryAttributes = geometry.attributes;
  9583. if ( index !== null ) {
  9584. attributes.update( index, 34963 );
  9585. }
  9586. for ( var name in geometryAttributes ) {
  9587. attributes.update( geometryAttributes[ name ], 34962 );
  9588. }
  9589. // morph targets
  9590. var morphAttributes = geometry.morphAttributes;
  9591. for ( var name in morphAttributes ) {
  9592. var array = morphAttributes[ name ];
  9593. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9594. attributes.update( array[ i ], 34962 );
  9595. }
  9596. }
  9597. }
  9598. function updateWireframeAttribute( geometry ) {
  9599. var indices = [];
  9600. var geometryIndex = geometry.index;
  9601. var geometryPosition = geometry.attributes.position;
  9602. var version = 0;
  9603. if ( geometryIndex !== null ) {
  9604. var array = geometryIndex.array;
  9605. version = geometryIndex.version;
  9606. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9607. var a = array[ i + 0 ];
  9608. var b = array[ i + 1 ];
  9609. var c = array[ i + 2 ];
  9610. indices.push( a, b, b, c, c, a );
  9611. }
  9612. } else {
  9613. var array = geometryPosition.array;
  9614. version = geometryPosition.version;
  9615. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9616. var a = i + 0;
  9617. var b = i + 1;
  9618. var c = i + 2;
  9619. indices.push( a, b, b, c, c, a );
  9620. }
  9621. }
  9622. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9623. attribute.version = version;
  9624. attributes.update( attribute, 34963 );
  9625. //
  9626. var previousAttribute = wireframeAttributes.get( geometry );
  9627. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9628. //
  9629. wireframeAttributes.set( geometry, attribute );
  9630. }
  9631. function getWireframeAttribute( geometry ) {
  9632. var currentAttribute = wireframeAttributes.get( geometry );
  9633. if ( currentAttribute ) {
  9634. var geometryIndex = geometry.index;
  9635. if ( geometryIndex !== null ) {
  9636. // if the attribute is obsolete, create a new one
  9637. if ( currentAttribute.version < geometryIndex.version ) {
  9638. updateWireframeAttribute( geometry );
  9639. }
  9640. }
  9641. } else {
  9642. updateWireframeAttribute( geometry );
  9643. }
  9644. return wireframeAttributes.get( geometry );
  9645. }
  9646. return {
  9647. get: get,
  9648. update: update,
  9649. getWireframeAttribute: getWireframeAttribute
  9650. };
  9651. }
  9652. /**
  9653. * @author mrdoob / http://mrdoob.com/
  9654. */
  9655. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9656. var isWebGL2 = capabilities.isWebGL2;
  9657. var mode;
  9658. function setMode( value ) {
  9659. mode = value;
  9660. }
  9661. var type, bytesPerElement;
  9662. function setIndex( value ) {
  9663. type = value.type;
  9664. bytesPerElement = value.bytesPerElement;
  9665. }
  9666. function render( start, count ) {
  9667. gl.drawElements( mode, count, type, start * bytesPerElement );
  9668. info.update( count, mode );
  9669. }
  9670. function renderInstances( geometry, start, count, primcount ) {
  9671. if ( primcount === 0 ) { return; }
  9672. var extension, methodName;
  9673. if ( isWebGL2 ) {
  9674. extension = gl;
  9675. methodName = 'drawElementsInstanced';
  9676. } else {
  9677. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9678. methodName = 'drawElementsInstancedANGLE';
  9679. if ( extension === null ) {
  9680. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9681. return;
  9682. }
  9683. }
  9684. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9685. info.update( count, mode, primcount );
  9686. }
  9687. //
  9688. this.setMode = setMode;
  9689. this.setIndex = setIndex;
  9690. this.render = render;
  9691. this.renderInstances = renderInstances;
  9692. }
  9693. /**
  9694. * @author Mugen87 / https://github.com/Mugen87
  9695. */
  9696. function WebGLInfo( gl ) {
  9697. var memory = {
  9698. geometries: 0,
  9699. textures: 0
  9700. };
  9701. var render = {
  9702. frame: 0,
  9703. calls: 0,
  9704. triangles: 0,
  9705. points: 0,
  9706. lines: 0
  9707. };
  9708. function update( count, mode, instanceCount ) {
  9709. instanceCount = instanceCount || 1;
  9710. render.calls ++;
  9711. switch ( mode ) {
  9712. case 4:
  9713. render.triangles += instanceCount * ( count / 3 );
  9714. break;
  9715. case 5:
  9716. case 6:
  9717. render.triangles += instanceCount * ( count - 2 );
  9718. break;
  9719. case 1:
  9720. render.lines += instanceCount * ( count / 2 );
  9721. break;
  9722. case 3:
  9723. render.lines += instanceCount * ( count - 1 );
  9724. break;
  9725. case 2:
  9726. render.lines += instanceCount * count;
  9727. break;
  9728. case 0:
  9729. render.points += instanceCount * count;
  9730. break;
  9731. default:
  9732. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9733. break;
  9734. }
  9735. }
  9736. function reset() {
  9737. render.frame ++;
  9738. render.calls = 0;
  9739. render.triangles = 0;
  9740. render.points = 0;
  9741. render.lines = 0;
  9742. }
  9743. return {
  9744. memory: memory,
  9745. render: render,
  9746. programs: null,
  9747. autoReset: true,
  9748. reset: reset,
  9749. update: update
  9750. };
  9751. }
  9752. /**
  9753. * @author mrdoob / http://mrdoob.com/
  9754. */
  9755. function absNumericalSort( a, b ) {
  9756. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9757. }
  9758. function WebGLMorphtargets( gl ) {
  9759. var influencesList = {};
  9760. var morphInfluences = new Float32Array( 8 );
  9761. function update( object, geometry, material, program ) {
  9762. var objectInfluences = object.morphTargetInfluences;
  9763. var length = objectInfluences.length;
  9764. var influences = influencesList[ geometry.id ];
  9765. if ( influences === undefined ) {
  9766. // initialise list
  9767. influences = [];
  9768. for ( var i = 0; i < length; i ++ ) {
  9769. influences[ i ] = [ i, 0 ];
  9770. }
  9771. influencesList[ geometry.id ] = influences;
  9772. }
  9773. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9774. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9775. // Remove current morphAttributes
  9776. for ( var i = 0; i < length; i ++ ) {
  9777. var influence = influences[ i ];
  9778. if ( influence[ 1 ] !== 0 ) {
  9779. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9780. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9781. }
  9782. }
  9783. // Collect influences
  9784. for ( var i = 0; i < length; i ++ ) {
  9785. var influence = influences[ i ];
  9786. influence[ 0 ] = i;
  9787. influence[ 1 ] = objectInfluences[ i ];
  9788. }
  9789. influences.sort( absNumericalSort );
  9790. // Add morphAttributes
  9791. var morphInfluencesSum = 0;
  9792. for ( var i = 0; i < 8; i ++ ) {
  9793. var influence = influences[ i ];
  9794. if ( influence ) {
  9795. var index = influence[ 0 ];
  9796. var value = influence[ 1 ];
  9797. if ( value ) {
  9798. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9799. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9800. morphInfluences[ i ] = value;
  9801. morphInfluencesSum += value;
  9802. continue;
  9803. }
  9804. }
  9805. morphInfluences[ i ] = 0;
  9806. }
  9807. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9808. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9809. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9810. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9811. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9812. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9813. }
  9814. return {
  9815. update: update
  9816. };
  9817. }
  9818. /**
  9819. * @author mrdoob / http://mrdoob.com/
  9820. */
  9821. function WebGLObjects( gl, geometries, attributes, info ) {
  9822. var updateList = {};
  9823. function update( object ) {
  9824. var frame = info.render.frame;
  9825. var geometry = object.geometry;
  9826. var buffergeometry = geometries.get( object, geometry );
  9827. // Update once per frame
  9828. if ( updateList[ buffergeometry.id ] !== frame ) {
  9829. if ( geometry.isGeometry ) {
  9830. buffergeometry.updateFromObject( object );
  9831. }
  9832. geometries.update( buffergeometry );
  9833. updateList[ buffergeometry.id ] = frame;
  9834. }
  9835. if ( object.isInstancedMesh ) {
  9836. attributes.update( object.instanceMatrix, 34962 );
  9837. }
  9838. return buffergeometry;
  9839. }
  9840. function dispose() {
  9841. updateList = {};
  9842. }
  9843. return {
  9844. update: update,
  9845. dispose: dispose
  9846. };
  9847. }
  9848. /**
  9849. * @author mrdoob / http://mrdoob.com/
  9850. */
  9851. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9852. images = images !== undefined ? images : [];
  9853. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9854. format = format !== undefined ? format : RGBFormat;
  9855. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9856. this.flipY = false;
  9857. }
  9858. CubeTexture.prototype = Object.create( Texture.prototype );
  9859. CubeTexture.prototype.constructor = CubeTexture;
  9860. CubeTexture.prototype.isCubeTexture = true;
  9861. Object.defineProperty( CubeTexture.prototype, 'images', {
  9862. get: function () {
  9863. return this.image;
  9864. },
  9865. set: function ( value ) {
  9866. this.image = value;
  9867. }
  9868. } );
  9869. /**
  9870. * @author Takahiro https://github.com/takahirox
  9871. */
  9872. function DataTexture2DArray( data, width, height, depth ) {
  9873. Texture.call( this, null );
  9874. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9875. this.magFilter = NearestFilter;
  9876. this.minFilter = NearestFilter;
  9877. this.wrapR = ClampToEdgeWrapping;
  9878. this.generateMipmaps = false;
  9879. this.flipY = false;
  9880. this.needsUpdate = true;
  9881. }
  9882. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9883. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9884. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9885. /**
  9886. * @author Artur Trzesiok
  9887. */
  9888. function DataTexture3D( data, width, height, depth ) {
  9889. // We're going to add .setXXX() methods for setting properties later.
  9890. // Users can still set in DataTexture3D directly.
  9891. //
  9892. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9893. // texture.anisotropy = 16;
  9894. //
  9895. // See #14839
  9896. Texture.call( this, null );
  9897. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9898. this.magFilter = NearestFilter;
  9899. this.minFilter = NearestFilter;
  9900. this.wrapR = ClampToEdgeWrapping;
  9901. this.generateMipmaps = false;
  9902. this.flipY = false;
  9903. this.needsUpdate = true;
  9904. }
  9905. DataTexture3D.prototype = Object.create( Texture.prototype );
  9906. DataTexture3D.prototype.constructor = DataTexture3D;
  9907. DataTexture3D.prototype.isDataTexture3D = true;
  9908. /**
  9909. * @author tschw
  9910. * @author Mugen87 / https://github.com/Mugen87
  9911. * @author mrdoob / http://mrdoob.com/
  9912. *
  9913. * Uniforms of a program.
  9914. * Those form a tree structure with a special top-level container for the root,
  9915. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9916. *
  9917. *
  9918. * Properties of inner nodes including the top-level container:
  9919. *
  9920. * .seq - array of nested uniforms
  9921. * .map - nested uniforms by name
  9922. *
  9923. *
  9924. * Methods of all nodes except the top-level container:
  9925. *
  9926. * .setValue( gl, value, [textures] )
  9927. *
  9928. * uploads a uniform value(s)
  9929. * the 'textures' parameter is needed for sampler uniforms
  9930. *
  9931. *
  9932. * Static methods of the top-level container (textures factorizations):
  9933. *
  9934. * .upload( gl, seq, values, textures )
  9935. *
  9936. * sets uniforms in 'seq' to 'values[id].value'
  9937. *
  9938. * .seqWithValue( seq, values ) : filteredSeq
  9939. *
  9940. * filters 'seq' entries with corresponding entry in values
  9941. *
  9942. *
  9943. * Methods of the top-level container (textures factorizations):
  9944. *
  9945. * .setValue( gl, name, value, textures )
  9946. *
  9947. * sets uniform with name 'name' to 'value'
  9948. *
  9949. * .setOptional( gl, obj, prop )
  9950. *
  9951. * like .set for an optional property of the object
  9952. *
  9953. */
  9954. var emptyTexture = new Texture();
  9955. var emptyTexture2dArray = new DataTexture2DArray();
  9956. var emptyTexture3d = new DataTexture3D();
  9957. var emptyCubeTexture = new CubeTexture();
  9958. // --- Utilities ---
  9959. // Array Caches (provide typed arrays for temporary by size)
  9960. var arrayCacheF32 = [];
  9961. var arrayCacheI32 = [];
  9962. // Float32Array caches used for uploading Matrix uniforms
  9963. var mat4array = new Float32Array( 16 );
  9964. var mat3array = new Float32Array( 9 );
  9965. var mat2array = new Float32Array( 4 );
  9966. // Flattening for arrays of vectors and matrices
  9967. function flatten( array, nBlocks, blockSize ) {
  9968. var firstElem = array[ 0 ];
  9969. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9970. // unoptimized: ! isNaN( firstElem )
  9971. // see http://jacksondunstan.com/articles/983
  9972. var n = nBlocks * blockSize,
  9973. r = arrayCacheF32[ n ];
  9974. if ( r === undefined ) {
  9975. r = new Float32Array( n );
  9976. arrayCacheF32[ n ] = r;
  9977. }
  9978. if ( nBlocks !== 0 ) {
  9979. firstElem.toArray( r, 0 );
  9980. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9981. offset += blockSize;
  9982. array[ i ].toArray( r, offset );
  9983. }
  9984. }
  9985. return r;
  9986. }
  9987. function arraysEqual( a, b ) {
  9988. if ( a.length !== b.length ) { return false; }
  9989. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9990. if ( a[ i ] !== b[ i ] ) { return false; }
  9991. }
  9992. return true;
  9993. }
  9994. function copyArray( a, b ) {
  9995. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9996. a[ i ] = b[ i ];
  9997. }
  9998. }
  9999. // Texture unit allocation
  10000. function allocTexUnits( textures, n ) {
  10001. var r = arrayCacheI32[ n ];
  10002. if ( r === undefined ) {
  10003. r = new Int32Array( n );
  10004. arrayCacheI32[ n ] = r;
  10005. }
  10006. for ( var i = 0; i !== n; ++ i )
  10007. { r[ i ] = textures.allocateTextureUnit(); }
  10008. return r;
  10009. }
  10010. // --- Setters ---
  10011. // Note: Defining these methods externally, because they come in a bunch
  10012. // and this way their names minify.
  10013. // Single scalar
  10014. function setValueV1f( gl, v ) {
  10015. var cache = this.cache;
  10016. if ( cache[ 0 ] === v ) { return; }
  10017. gl.uniform1f( this.addr, v );
  10018. cache[ 0 ] = v;
  10019. }
  10020. // Single float vector (from flat array or THREE.VectorN)
  10021. function setValueV2f( gl, v ) {
  10022. var cache = this.cache;
  10023. if ( v.x !== undefined ) {
  10024. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10025. gl.uniform2f( this.addr, v.x, v.y );
  10026. cache[ 0 ] = v.x;
  10027. cache[ 1 ] = v.y;
  10028. }
  10029. } else {
  10030. if ( arraysEqual( cache, v ) ) { return; }
  10031. gl.uniform2fv( this.addr, v );
  10032. copyArray( cache, v );
  10033. }
  10034. }
  10035. function setValueV3f( gl, v ) {
  10036. var cache = this.cache;
  10037. if ( v.x !== undefined ) {
  10038. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10039. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10040. cache[ 0 ] = v.x;
  10041. cache[ 1 ] = v.y;
  10042. cache[ 2 ] = v.z;
  10043. }
  10044. } else if ( v.r !== undefined ) {
  10045. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10046. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10047. cache[ 0 ] = v.r;
  10048. cache[ 1 ] = v.g;
  10049. cache[ 2 ] = v.b;
  10050. }
  10051. } else {
  10052. if ( arraysEqual( cache, v ) ) { return; }
  10053. gl.uniform3fv( this.addr, v );
  10054. copyArray( cache, v );
  10055. }
  10056. }
  10057. function setValueV4f( gl, v ) {
  10058. var cache = this.cache;
  10059. if ( v.x !== undefined ) {
  10060. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10061. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10062. cache[ 0 ] = v.x;
  10063. cache[ 1 ] = v.y;
  10064. cache[ 2 ] = v.z;
  10065. cache[ 3 ] = v.w;
  10066. }
  10067. } else {
  10068. if ( arraysEqual( cache, v ) ) { return; }
  10069. gl.uniform4fv( this.addr, v );
  10070. copyArray( cache, v );
  10071. }
  10072. }
  10073. // Single matrix (from flat array or MatrixN)
  10074. function setValueM2( gl, v ) {
  10075. var cache = this.cache;
  10076. var elements = v.elements;
  10077. if ( elements === undefined ) {
  10078. if ( arraysEqual( cache, v ) ) { return; }
  10079. gl.uniformMatrix2fv( this.addr, false, v );
  10080. copyArray( cache, v );
  10081. } else {
  10082. if ( arraysEqual( cache, elements ) ) { return; }
  10083. mat2array.set( elements );
  10084. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10085. copyArray( cache, elements );
  10086. }
  10087. }
  10088. function setValueM3( gl, v ) {
  10089. var cache = this.cache;
  10090. var elements = v.elements;
  10091. if ( elements === undefined ) {
  10092. if ( arraysEqual( cache, v ) ) { return; }
  10093. gl.uniformMatrix3fv( this.addr, false, v );
  10094. copyArray( cache, v );
  10095. } else {
  10096. if ( arraysEqual( cache, elements ) ) { return; }
  10097. mat3array.set( elements );
  10098. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10099. copyArray( cache, elements );
  10100. }
  10101. }
  10102. function setValueM4( gl, v ) {
  10103. var cache = this.cache;
  10104. var elements = v.elements;
  10105. if ( elements === undefined ) {
  10106. if ( arraysEqual( cache, v ) ) { return; }
  10107. gl.uniformMatrix4fv( this.addr, false, v );
  10108. copyArray( cache, v );
  10109. } else {
  10110. if ( arraysEqual( cache, elements ) ) { return; }
  10111. mat4array.set( elements );
  10112. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10113. copyArray( cache, elements );
  10114. }
  10115. }
  10116. // Single texture (2D / Cube)
  10117. function setValueT1( gl, v, textures ) {
  10118. var cache = this.cache;
  10119. var unit = textures.allocateTextureUnit();
  10120. if ( cache[ 0 ] !== unit ) {
  10121. gl.uniform1i( this.addr, unit );
  10122. cache[ 0 ] = unit;
  10123. }
  10124. textures.safeSetTexture2D( v || emptyTexture, unit );
  10125. }
  10126. function setValueT2DArray1( gl, v, textures ) {
  10127. var cache = this.cache;
  10128. var unit = textures.allocateTextureUnit();
  10129. if ( cache[ 0 ] !== unit ) {
  10130. gl.uniform1i( this.addr, unit );
  10131. cache[ 0 ] = unit;
  10132. }
  10133. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10134. }
  10135. function setValueT3D1( gl, v, textures ) {
  10136. var cache = this.cache;
  10137. var unit = textures.allocateTextureUnit();
  10138. if ( cache[ 0 ] !== unit ) {
  10139. gl.uniform1i( this.addr, unit );
  10140. cache[ 0 ] = unit;
  10141. }
  10142. textures.setTexture3D( v || emptyTexture3d, unit );
  10143. }
  10144. function setValueT6( gl, v, textures ) {
  10145. var cache = this.cache;
  10146. var unit = textures.allocateTextureUnit();
  10147. if ( cache[ 0 ] !== unit ) {
  10148. gl.uniform1i( this.addr, unit );
  10149. cache[ 0 ] = unit;
  10150. }
  10151. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10152. }
  10153. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10154. function setValueV1i( gl, v ) {
  10155. var cache = this.cache;
  10156. if ( cache[ 0 ] === v ) { return; }
  10157. gl.uniform1i( this.addr, v );
  10158. cache[ 0 ] = v;
  10159. }
  10160. function setValueV2i( gl, v ) {
  10161. var cache = this.cache;
  10162. if ( arraysEqual( cache, v ) ) { return; }
  10163. gl.uniform2iv( this.addr, v );
  10164. copyArray( cache, v );
  10165. }
  10166. function setValueV3i( gl, v ) {
  10167. var cache = this.cache;
  10168. if ( arraysEqual( cache, v ) ) { return; }
  10169. gl.uniform3iv( this.addr, v );
  10170. copyArray( cache, v );
  10171. }
  10172. function setValueV4i( gl, v ) {
  10173. var cache = this.cache;
  10174. if ( arraysEqual( cache, v ) ) { return; }
  10175. gl.uniform4iv( this.addr, v );
  10176. copyArray( cache, v );
  10177. }
  10178. // Helper to pick the right setter for the singular case
  10179. function getSingularSetter( type ) {
  10180. switch ( type ) {
  10181. case 0x1406: return setValueV1f; // FLOAT
  10182. case 0x8b50: return setValueV2f; // _VEC2
  10183. case 0x8b51: return setValueV3f; // _VEC3
  10184. case 0x8b52: return setValueV4f; // _VEC4
  10185. case 0x8b5a: return setValueM2; // _MAT2
  10186. case 0x8b5b: return setValueM3; // _MAT3
  10187. case 0x8b5c: return setValueM4; // _MAT4
  10188. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10189. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10190. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10191. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10192. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10193. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10194. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10195. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10196. }
  10197. }
  10198. // Array of scalars
  10199. function setValueV1fArray( gl, v ) {
  10200. gl.uniform1fv( this.addr, v );
  10201. }
  10202. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10203. function setValueV1iArray( gl, v ) {
  10204. gl.uniform1iv( this.addr, v );
  10205. }
  10206. function setValueV2iArray( gl, v ) {
  10207. gl.uniform2iv( this.addr, v );
  10208. }
  10209. function setValueV3iArray( gl, v ) {
  10210. gl.uniform3iv( this.addr, v );
  10211. }
  10212. function setValueV4iArray( gl, v ) {
  10213. gl.uniform4iv( this.addr, v );
  10214. }
  10215. // Array of vectors (flat or from THREE classes)
  10216. function setValueV2fArray( gl, v ) {
  10217. var data = flatten( v, this.size, 2 );
  10218. gl.uniform2fv( this.addr, data );
  10219. }
  10220. function setValueV3fArray( gl, v ) {
  10221. var data = flatten( v, this.size, 3 );
  10222. gl.uniform3fv( this.addr, data );
  10223. }
  10224. function setValueV4fArray( gl, v ) {
  10225. var data = flatten( v, this.size, 4 );
  10226. gl.uniform4fv( this.addr, data );
  10227. }
  10228. // Array of matrices (flat or from THREE clases)
  10229. function setValueM2Array( gl, v ) {
  10230. var data = flatten( v, this.size, 4 );
  10231. gl.uniformMatrix2fv( this.addr, false, data );
  10232. }
  10233. function setValueM3Array( gl, v ) {
  10234. var data = flatten( v, this.size, 9 );
  10235. gl.uniformMatrix3fv( this.addr, false, data );
  10236. }
  10237. function setValueM4Array( gl, v ) {
  10238. var data = flatten( v, this.size, 16 );
  10239. gl.uniformMatrix4fv( this.addr, false, data );
  10240. }
  10241. // Array of textures (2D / Cube)
  10242. function setValueT1Array( gl, v, textures ) {
  10243. var n = v.length;
  10244. var units = allocTexUnits( textures, n );
  10245. gl.uniform1iv( this.addr, units );
  10246. for ( var i = 0; i !== n; ++ i ) {
  10247. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10248. }
  10249. }
  10250. function setValueT6Array( gl, v, textures ) {
  10251. var n = v.length;
  10252. var units = allocTexUnits( textures, n );
  10253. gl.uniform1iv( this.addr, units );
  10254. for ( var i = 0; i !== n; ++ i ) {
  10255. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10256. }
  10257. }
  10258. // Helper to pick the right setter for a pure (bottom-level) array
  10259. function getPureArraySetter( type ) {
  10260. switch ( type ) {
  10261. case 0x1406: return setValueV1fArray; // FLOAT
  10262. case 0x8b50: return setValueV2fArray; // _VEC2
  10263. case 0x8b51: return setValueV3fArray; // _VEC3
  10264. case 0x8b52: return setValueV4fArray; // _VEC4
  10265. case 0x8b5a: return setValueM2Array; // _MAT2
  10266. case 0x8b5b: return setValueM3Array; // _MAT3
  10267. case 0x8b5c: return setValueM4Array; // _MAT4
  10268. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10269. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10270. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10271. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10272. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10273. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10274. }
  10275. }
  10276. // --- Uniform Classes ---
  10277. function SingleUniform( id, activeInfo, addr ) {
  10278. this.id = id;
  10279. this.addr = addr;
  10280. this.cache = [];
  10281. this.setValue = getSingularSetter( activeInfo.type );
  10282. // this.path = activeInfo.name; // DEBUG
  10283. }
  10284. function PureArrayUniform( id, activeInfo, addr ) {
  10285. this.id = id;
  10286. this.addr = addr;
  10287. this.cache = [];
  10288. this.size = activeInfo.size;
  10289. this.setValue = getPureArraySetter( activeInfo.type );
  10290. // this.path = activeInfo.name; // DEBUG
  10291. }
  10292. PureArrayUniform.prototype.updateCache = function ( data ) {
  10293. var cache = this.cache;
  10294. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10295. this.cache = new Float32Array( data.length );
  10296. }
  10297. copyArray( cache, data );
  10298. };
  10299. function StructuredUniform( id ) {
  10300. this.id = id;
  10301. this.seq = [];
  10302. this.map = {};
  10303. }
  10304. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10305. var seq = this.seq;
  10306. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10307. var u = seq[ i ];
  10308. u.setValue( gl, value[ u.id ], textures );
  10309. }
  10310. };
  10311. // --- Top-level ---
  10312. // Parser - builds up the property tree from the path strings
  10313. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10314. // extracts
  10315. // - the identifier (member name or array index)
  10316. // - followed by an optional right bracket (found when array index)
  10317. // - followed by an optional left bracket or dot (type of subscript)
  10318. //
  10319. // Note: These portions can be read in a non-overlapping fashion and
  10320. // allow straightforward parsing of the hierarchy that WebGL encodes
  10321. // in the uniform names.
  10322. function addUniform( container, uniformObject ) {
  10323. container.seq.push( uniformObject );
  10324. container.map[ uniformObject.id ] = uniformObject;
  10325. }
  10326. function parseUniform( activeInfo, addr, container ) {
  10327. var path = activeInfo.name,
  10328. pathLength = path.length;
  10329. // reset RegExp object, because of the early exit of a previous run
  10330. RePathPart.lastIndex = 0;
  10331. while ( true ) {
  10332. var match = RePathPart.exec( path ),
  10333. matchEnd = RePathPart.lastIndex,
  10334. id = match[ 1 ],
  10335. idIsIndex = match[ 2 ] === ']',
  10336. subscript = match[ 3 ];
  10337. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10338. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10339. // bare name or "pure" bottom-level array "[0]" suffix
  10340. addUniform( container, subscript === undefined ?
  10341. new SingleUniform( id, activeInfo, addr ) :
  10342. new PureArrayUniform( id, activeInfo, addr ) );
  10343. break;
  10344. } else {
  10345. // step into inner node / create it in case it doesn't exist
  10346. var map = container.map, next = map[ id ];
  10347. if ( next === undefined ) {
  10348. next = new StructuredUniform( id );
  10349. addUniform( container, next );
  10350. }
  10351. container = next;
  10352. }
  10353. }
  10354. }
  10355. // Root Container
  10356. function WebGLUniforms( gl, program ) {
  10357. this.seq = [];
  10358. this.map = {};
  10359. var n = gl.getProgramParameter( program, 35718 );
  10360. for ( var i = 0; i < n; ++ i ) {
  10361. var info = gl.getActiveUniform( program, i ),
  10362. addr = gl.getUniformLocation( program, info.name );
  10363. parseUniform( info, addr, this );
  10364. }
  10365. }
  10366. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10367. var u = this.map[ name ];
  10368. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10369. };
  10370. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10371. var v = object[ name ];
  10372. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10373. };
  10374. // Static interface
  10375. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10376. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10377. var u = seq[ i ],
  10378. v = values[ u.id ];
  10379. if ( v.needsUpdate !== false ) {
  10380. // note: always updating when .needsUpdate is undefined
  10381. u.setValue( gl, v.value, textures );
  10382. }
  10383. }
  10384. };
  10385. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10386. var r = [];
  10387. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10388. var u = seq[ i ];
  10389. if ( u.id in values ) { r.push( u ); }
  10390. }
  10391. return r;
  10392. };
  10393. /**
  10394. * @author mrdoob / http://mrdoob.com/
  10395. */
  10396. function WebGLShader( gl, type, string ) {
  10397. var shader = gl.createShader( type );
  10398. gl.shaderSource( shader, string );
  10399. gl.compileShader( shader );
  10400. return shader;
  10401. }
  10402. /**
  10403. * @author mrdoob / http://mrdoob.com/
  10404. */
  10405. var programIdCount = 0;
  10406. function addLineNumbers( string ) {
  10407. var lines = string.split( '\n' );
  10408. for ( var i = 0; i < lines.length; i ++ ) {
  10409. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10410. }
  10411. return lines.join( '\n' );
  10412. }
  10413. function getEncodingComponents( encoding ) {
  10414. switch ( encoding ) {
  10415. case LinearEncoding:
  10416. return [ 'Linear', '( value )' ];
  10417. case sRGBEncoding:
  10418. return [ 'sRGB', '( value )' ];
  10419. case RGBEEncoding:
  10420. return [ 'RGBE', '( value )' ];
  10421. case RGBM7Encoding:
  10422. return [ 'RGBM', '( value, 7.0 )' ];
  10423. case RGBM16Encoding:
  10424. return [ 'RGBM', '( value, 16.0 )' ];
  10425. case RGBDEncoding:
  10426. return [ 'RGBD', '( value, 256.0 )' ];
  10427. case GammaEncoding:
  10428. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10429. case LogLuvEncoding:
  10430. return [ 'LogLuv', '( value )' ];
  10431. default:
  10432. throw new Error( 'unsupported encoding: ' + encoding );
  10433. }
  10434. }
  10435. function getShaderErrors( gl, shader, type ) {
  10436. var status = gl.getShaderParameter( shader, 35713 );
  10437. var log = gl.getShaderInfoLog( shader ).trim();
  10438. if ( status && log === '' ) { return ''; }
  10439. // --enable-privileged-webgl-extension
  10440. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10441. var source = gl.getShaderSource( shader );
  10442. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10443. }
  10444. function getTexelDecodingFunction( functionName, encoding ) {
  10445. var components = getEncodingComponents( encoding );
  10446. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10447. }
  10448. function getTexelEncodingFunction( functionName, encoding ) {
  10449. var components = getEncodingComponents( encoding );
  10450. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10451. }
  10452. function getToneMappingFunction( functionName, toneMapping ) {
  10453. var toneMappingName;
  10454. switch ( toneMapping ) {
  10455. case LinearToneMapping:
  10456. toneMappingName = 'Linear';
  10457. break;
  10458. case ReinhardToneMapping:
  10459. toneMappingName = 'Reinhard';
  10460. break;
  10461. case Uncharted2ToneMapping:
  10462. toneMappingName = 'Uncharted2';
  10463. break;
  10464. case CineonToneMapping:
  10465. toneMappingName = 'OptimizedCineon';
  10466. break;
  10467. case ACESFilmicToneMapping:
  10468. toneMappingName = 'ACESFilmic';
  10469. break;
  10470. default:
  10471. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10472. }
  10473. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10474. }
  10475. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10476. extensions = extensions || {};
  10477. var chunks = [
  10478. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10479. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10480. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10481. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10482. ];
  10483. return chunks.filter( filterEmptyLine ).join( '\n' );
  10484. }
  10485. function generateDefines( defines ) {
  10486. var chunks = [];
  10487. for ( var name in defines ) {
  10488. var value = defines[ name ];
  10489. if ( value === false ) { continue; }
  10490. chunks.push( '#define ' + name + ' ' + value );
  10491. }
  10492. return chunks.join( '\n' );
  10493. }
  10494. function fetchAttributeLocations( gl, program ) {
  10495. var attributes = {};
  10496. var n = gl.getProgramParameter( program, 35721 );
  10497. for ( var i = 0; i < n; i ++ ) {
  10498. var info = gl.getActiveAttrib( program, i );
  10499. var name = info.name;
  10500. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10501. attributes[ name ] = gl.getAttribLocation( program, name );
  10502. }
  10503. return attributes;
  10504. }
  10505. function filterEmptyLine( string ) {
  10506. return string !== '';
  10507. }
  10508. function replaceLightNums( string, parameters ) {
  10509. return string
  10510. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10511. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10512. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10513. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10514. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10515. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10516. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10517. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10518. }
  10519. function replaceClippingPlaneNums( string, parameters ) {
  10520. return string
  10521. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10522. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10523. }
  10524. // Resolve Includes
  10525. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10526. function resolveIncludes( string ) {
  10527. return string.replace( includePattern, includeReplacer );
  10528. }
  10529. function includeReplacer( match, include ) {
  10530. var string = ShaderChunk[ include ];
  10531. if ( string === undefined ) {
  10532. throw new Error( 'Can not resolve #include <' + include + '>' );
  10533. }
  10534. return resolveIncludes( string );
  10535. }
  10536. // Unroll Loops
  10537. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10538. function unrollLoops( string ) {
  10539. return string.replace( loopPattern, loopReplacer );
  10540. }
  10541. function loopReplacer( match, start, end, snippet ) {
  10542. var string = '';
  10543. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10544. string += snippet
  10545. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10546. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10547. }
  10548. return string;
  10549. }
  10550. //
  10551. function generatePrecision( parameters ) {
  10552. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10553. if ( parameters.precision === "highp" ) {
  10554. precisionstring += "\n#define HIGH_PRECISION";
  10555. } else if ( parameters.precision === "mediump" ) {
  10556. precisionstring += "\n#define MEDIUM_PRECISION";
  10557. } else if ( parameters.precision === "lowp" ) {
  10558. precisionstring += "\n#define LOW_PRECISION";
  10559. }
  10560. return precisionstring;
  10561. }
  10562. function generateShadowMapTypeDefine( parameters ) {
  10563. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10564. if ( parameters.shadowMapType === PCFShadowMap ) {
  10565. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10566. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10567. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10568. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10569. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10570. }
  10571. return shadowMapTypeDefine;
  10572. }
  10573. function generateEnvMapTypeDefine( parameters ) {
  10574. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10575. if ( parameters.envMap ) {
  10576. switch ( parameters.envMapMode ) {
  10577. case CubeReflectionMapping:
  10578. case CubeRefractionMapping:
  10579. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10580. break;
  10581. case CubeUVReflectionMapping:
  10582. case CubeUVRefractionMapping:
  10583. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10584. break;
  10585. case EquirectangularReflectionMapping:
  10586. case EquirectangularRefractionMapping:
  10587. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10588. break;
  10589. case SphericalReflectionMapping:
  10590. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10591. break;
  10592. }
  10593. }
  10594. return envMapTypeDefine;
  10595. }
  10596. function generateEnvMapModeDefine( parameters ) {
  10597. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10598. if ( parameters.envMap ) {
  10599. switch ( parameters.envMapMode ) {
  10600. case CubeRefractionMapping:
  10601. case EquirectangularRefractionMapping:
  10602. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10603. break;
  10604. }
  10605. }
  10606. return envMapModeDefine;
  10607. }
  10608. function generateEnvMapBlendingDefine( parameters ) {
  10609. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10610. if ( parameters.envMap ) {
  10611. switch ( parameters.combine ) {
  10612. case MultiplyOperation:
  10613. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10614. break;
  10615. case MixOperation:
  10616. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10617. break;
  10618. case AddOperation:
  10619. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10620. break;
  10621. }
  10622. }
  10623. return envMapBlendingDefine;
  10624. }
  10625. function WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters ) {
  10626. var gl = renderer.getContext();
  10627. var defines = material.defines;
  10628. var vertexShader = shader.vertexShader;
  10629. var fragmentShader = shader.fragmentShader;
  10630. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10631. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10632. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10633. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10634. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10635. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10636. var customDefines = generateDefines( defines );
  10637. var program = gl.createProgram();
  10638. var prefixVertex, prefixFragment;
  10639. var numMultiviewViews = parameters.numMultiviewViews;
  10640. if ( material.isRawShaderMaterial ) {
  10641. prefixVertex = [
  10642. customDefines
  10643. ].filter( filterEmptyLine ).join( '\n' );
  10644. if ( prefixVertex.length > 0 ) {
  10645. prefixVertex += '\n';
  10646. }
  10647. prefixFragment = [
  10648. customExtensions,
  10649. customDefines
  10650. ].filter( filterEmptyLine ).join( '\n' );
  10651. if ( prefixFragment.length > 0 ) {
  10652. prefixFragment += '\n';
  10653. }
  10654. } else {
  10655. prefixVertex = [
  10656. generatePrecision( parameters ),
  10657. '#define SHADER_NAME ' + shader.name,
  10658. customDefines,
  10659. parameters.instancing ? '#define USE_INSTANCING' : '',
  10660. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10661. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10662. '#define MAX_BONES ' + parameters.maxBones,
  10663. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10664. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10665. parameters.map ? '#define USE_MAP' : '',
  10666. parameters.envMap ? '#define USE_ENVMAP' : '',
  10667. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10668. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10669. parameters.aoMap ? '#define USE_AOMAP' : '',
  10670. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10671. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10672. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10673. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10674. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10675. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10676. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10677. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10678. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10679. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10680. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10681. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10682. parameters.vertexColors ? '#define USE_COLOR' : '',
  10683. parameters.vertexUvs ? '#define USE_UV' : '',
  10684. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10685. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10686. parameters.skinning ? '#define USE_SKINNING' : '',
  10687. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10688. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10689. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10690. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10691. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10692. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10693. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10694. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10695. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10696. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10697. 'uniform mat4 modelMatrix;',
  10698. 'uniform mat4 modelViewMatrix;',
  10699. 'uniform mat4 projectionMatrix;',
  10700. 'uniform mat4 viewMatrix;',
  10701. 'uniform mat3 normalMatrix;',
  10702. 'uniform vec3 cameraPosition;',
  10703. 'uniform bool isOrthographic;',
  10704. '#ifdef USE_INSTANCING',
  10705. ' attribute mat4 instanceMatrix;',
  10706. '#endif',
  10707. 'attribute vec3 position;',
  10708. 'attribute vec3 normal;',
  10709. 'attribute vec2 uv;',
  10710. '#ifdef USE_TANGENT',
  10711. ' attribute vec4 tangent;',
  10712. '#endif',
  10713. '#ifdef USE_COLOR',
  10714. ' attribute vec3 color;',
  10715. '#endif',
  10716. '#ifdef USE_MORPHTARGETS',
  10717. ' attribute vec3 morphTarget0;',
  10718. ' attribute vec3 morphTarget1;',
  10719. ' attribute vec3 morphTarget2;',
  10720. ' attribute vec3 morphTarget3;',
  10721. ' #ifdef USE_MORPHNORMALS',
  10722. ' attribute vec3 morphNormal0;',
  10723. ' attribute vec3 morphNormal1;',
  10724. ' attribute vec3 morphNormal2;',
  10725. ' attribute vec3 morphNormal3;',
  10726. ' #else',
  10727. ' attribute vec3 morphTarget4;',
  10728. ' attribute vec3 morphTarget5;',
  10729. ' attribute vec3 morphTarget6;',
  10730. ' attribute vec3 morphTarget7;',
  10731. ' #endif',
  10732. '#endif',
  10733. '#ifdef USE_SKINNING',
  10734. ' attribute vec4 skinIndex;',
  10735. ' attribute vec4 skinWeight;',
  10736. '#endif',
  10737. '\n'
  10738. ].filter( filterEmptyLine ).join( '\n' );
  10739. prefixFragment = [
  10740. customExtensions,
  10741. generatePrecision( parameters ),
  10742. '#define SHADER_NAME ' + shader.name,
  10743. customDefines,
  10744. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10745. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10746. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10747. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10748. parameters.map ? '#define USE_MAP' : '',
  10749. parameters.matcap ? '#define USE_MATCAP' : '',
  10750. parameters.envMap ? '#define USE_ENVMAP' : '',
  10751. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10752. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10753. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10754. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10755. parameters.aoMap ? '#define USE_AOMAP' : '',
  10756. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10757. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10758. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10759. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10760. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10761. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10762. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10763. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10764. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10765. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10766. parameters.sheen ? '#define USE_SHEEN' : '',
  10767. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10768. parameters.vertexColors ? '#define USE_COLOR' : '',
  10769. parameters.vertexUvs ? '#define USE_UV' : '',
  10770. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10771. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10772. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10773. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10774. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10775. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10776. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10777. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10778. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10779. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10780. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10781. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10782. 'uniform mat4 viewMatrix;',
  10783. 'uniform vec3 cameraPosition;',
  10784. 'uniform bool isOrthographic;',
  10785. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10786. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10787. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10788. parameters.dithering ? '#define DITHERING' : '',
  10789. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10790. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10791. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10792. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10793. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10794. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10795. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10796. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10797. '\n'
  10798. ].filter( filterEmptyLine ).join( '\n' );
  10799. }
  10800. vertexShader = resolveIncludes( vertexShader );
  10801. vertexShader = replaceLightNums( vertexShader, parameters );
  10802. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10803. fragmentShader = resolveIncludes( fragmentShader );
  10804. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10805. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10806. vertexShader = unrollLoops( vertexShader );
  10807. fragmentShader = unrollLoops( fragmentShader );
  10808. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10809. var isGLSL3ShaderMaterial = false;
  10810. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10811. if ( material.isShaderMaterial &&
  10812. vertexShader.match( versionRegex ) !== null &&
  10813. fragmentShader.match( versionRegex ) !== null ) {
  10814. isGLSL3ShaderMaterial = true;
  10815. vertexShader = vertexShader.replace( versionRegex, '' );
  10816. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10817. }
  10818. // GLSL 3.0 conversion
  10819. prefixVertex = [
  10820. '#version 300 es\n',
  10821. '#define attribute in',
  10822. '#define varying out',
  10823. '#define texture2D texture'
  10824. ].join( '\n' ) + '\n' + prefixVertex;
  10825. prefixFragment = [
  10826. '#version 300 es\n',
  10827. '#define varying in',
  10828. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10829. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10830. '#define gl_FragDepthEXT gl_FragDepth',
  10831. '#define texture2D texture',
  10832. '#define textureCube texture',
  10833. '#define texture2DProj textureProj',
  10834. '#define texture2DLodEXT textureLod',
  10835. '#define texture2DProjLodEXT textureProjLod',
  10836. '#define textureCubeLodEXT textureLod',
  10837. '#define texture2DGradEXT textureGrad',
  10838. '#define texture2DProjGradEXT textureProjGrad',
  10839. '#define textureCubeGradEXT textureGrad'
  10840. ].join( '\n' ) + '\n' + prefixFragment;
  10841. // Multiview
  10842. if ( numMultiviewViews > 0 ) {
  10843. prefixVertex = prefixVertex.replace(
  10844. '#version 300 es\n',
  10845. [
  10846. '#version 300 es\n',
  10847. '#extension GL_OVR_multiview2 : require',
  10848. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10849. '#define VIEW_ID gl_ViewID_OVR'
  10850. ].join( '\n' )
  10851. );
  10852. prefixVertex = prefixVertex.replace(
  10853. [
  10854. 'uniform mat4 modelViewMatrix;',
  10855. 'uniform mat4 projectionMatrix;',
  10856. 'uniform mat4 viewMatrix;',
  10857. 'uniform mat3 normalMatrix;'
  10858. ].join( '\n' ),
  10859. [
  10860. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10861. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10862. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10863. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10864. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10865. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10866. '#define viewMatrix viewMatrices[VIEW_ID]',
  10867. '#define normalMatrix normalMatrices[VIEW_ID]'
  10868. ].join( '\n' )
  10869. );
  10870. prefixFragment = prefixFragment.replace(
  10871. '#version 300 es\n',
  10872. [
  10873. '#version 300 es\n',
  10874. '#extension GL_OVR_multiview2 : require',
  10875. '#define VIEW_ID gl_ViewID_OVR'
  10876. ].join( '\n' )
  10877. );
  10878. prefixFragment = prefixFragment.replace(
  10879. 'uniform mat4 viewMatrix;',
  10880. [
  10881. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10882. '#define viewMatrix viewMatrices[VIEW_ID]'
  10883. ].join( '\n' )
  10884. );
  10885. }
  10886. }
  10887. var vertexGlsl = prefixVertex + vertexShader;
  10888. var fragmentGlsl = prefixFragment + fragmentShader;
  10889. // console.log( '*VERTEX*', vertexGlsl );
  10890. // console.log( '*FRAGMENT*', fragmentGlsl );
  10891. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10892. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10893. gl.attachShader( program, glVertexShader );
  10894. gl.attachShader( program, glFragmentShader );
  10895. // Force a particular attribute to index 0.
  10896. if ( material.index0AttributeName !== undefined ) {
  10897. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10898. } else if ( parameters.morphTargets === true ) {
  10899. // programs with morphTargets displace position out of attribute 0
  10900. gl.bindAttribLocation( program, 0, 'position' );
  10901. }
  10902. gl.linkProgram( program );
  10903. // check for link errors
  10904. if ( renderer.debug.checkShaderErrors ) {
  10905. var programLog = gl.getProgramInfoLog( program ).trim();
  10906. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10907. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10908. var runnable = true;
  10909. var haveDiagnostics = true;
  10910. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10911. runnable = false;
  10912. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10913. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10914. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10915. } else if ( programLog !== '' ) {
  10916. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10917. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10918. haveDiagnostics = false;
  10919. }
  10920. if ( haveDiagnostics ) {
  10921. this.diagnostics = {
  10922. runnable: runnable,
  10923. material: material,
  10924. programLog: programLog,
  10925. vertexShader: {
  10926. log: vertexLog,
  10927. prefix: prefixVertex
  10928. },
  10929. fragmentShader: {
  10930. log: fragmentLog,
  10931. prefix: prefixFragment
  10932. }
  10933. };
  10934. }
  10935. }
  10936. // clean up
  10937. gl.deleteShader( glVertexShader );
  10938. gl.deleteShader( glFragmentShader );
  10939. // set up caching for uniform locations
  10940. var cachedUniforms;
  10941. this.getUniforms = function () {
  10942. if ( cachedUniforms === undefined ) {
  10943. cachedUniforms = new WebGLUniforms( gl, program );
  10944. }
  10945. return cachedUniforms;
  10946. };
  10947. // set up caching for attribute locations
  10948. var cachedAttributes;
  10949. this.getAttributes = function () {
  10950. if ( cachedAttributes === undefined ) {
  10951. cachedAttributes = fetchAttributeLocations( gl, program );
  10952. }
  10953. return cachedAttributes;
  10954. };
  10955. // free resource
  10956. this.destroy = function () {
  10957. gl.deleteProgram( program );
  10958. this.program = undefined;
  10959. };
  10960. //
  10961. this.name = shader.name;
  10962. this.id = programIdCount ++;
  10963. this.cacheKey = cacheKey;
  10964. this.usedTimes = 1;
  10965. this.program = program;
  10966. this.vertexShader = glVertexShader;
  10967. this.fragmentShader = glFragmentShader;
  10968. this.numMultiviewViews = numMultiviewViews;
  10969. return this;
  10970. }
  10971. /**
  10972. * @author mrdoob / http://mrdoob.com/
  10973. */
  10974. function WebGLPrograms( renderer, extensions, capabilities ) {
  10975. var programs = [];
  10976. var isWebGL2 = capabilities.isWebGL2;
  10977. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  10978. var floatVertexTextures = capabilities.floatVertexTextures;
  10979. var precision = capabilities.precision;
  10980. var maxVertexUniforms = capabilities.maxVertexUniforms;
  10981. var vertexTextures = capabilities.vertexTextures;
  10982. var shaderIDs = {
  10983. MeshDepthMaterial: 'depth',
  10984. MeshDistanceMaterial: 'distanceRGBA',
  10985. MeshNormalMaterial: 'normal',
  10986. MeshBasicMaterial: 'basic',
  10987. MeshLambertMaterial: 'lambert',
  10988. MeshPhongMaterial: 'phong',
  10989. MeshToonMaterial: 'toon',
  10990. MeshStandardMaterial: 'physical',
  10991. MeshPhysicalMaterial: 'physical',
  10992. MeshMatcapMaterial: 'matcap',
  10993. LineBasicMaterial: 'basic',
  10994. LineDashedMaterial: 'dashed',
  10995. PointsMaterial: 'points',
  10996. ShadowMaterial: 'shadow',
  10997. SpriteMaterial: 'sprite'
  10998. };
  10999. var parameterNames = [
  11000. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  11001. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11002. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11003. "roughnessMap", "metalnessMap", "gradientMap",
  11004. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11005. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11006. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11007. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11008. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11009. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11010. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11011. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11012. "sheen"
  11013. ];
  11014. function allocateBones( object ) {
  11015. var skeleton = object.skeleton;
  11016. var bones = skeleton.bones;
  11017. if ( floatVertexTextures ) {
  11018. return 1024;
  11019. } else {
  11020. // default for when object is not specified
  11021. // ( for example when prebuilding shader to be used with multiple objects )
  11022. //
  11023. // - leave some extra space for other uniforms
  11024. // - limit here is ANGLE's 254 max uniform vectors
  11025. // (up to 54 should be safe)
  11026. var nVertexUniforms = maxVertexUniforms;
  11027. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11028. var maxBones = Math.min( nVertexMatrices, bones.length );
  11029. if ( maxBones < bones.length ) {
  11030. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11031. return 0;
  11032. }
  11033. return maxBones;
  11034. }
  11035. }
  11036. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  11037. var encoding;
  11038. if ( ! map ) {
  11039. encoding = LinearEncoding;
  11040. } else if ( map.isTexture ) {
  11041. encoding = map.encoding;
  11042. } else if ( map.isWebGLRenderTarget ) {
  11043. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11044. encoding = map.texture.encoding;
  11045. }
  11046. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  11047. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  11048. encoding = GammaEncoding;
  11049. }
  11050. return encoding;
  11051. }
  11052. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  11053. var shaderID = shaderIDs[ material.type ];
  11054. // heuristics to create shader parameters according to lights in the scene
  11055. // (not to blow over maxLights budget)
  11056. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11057. if ( material.precision !== null ) {
  11058. precision = capabilities.getMaxPrecision( material.precision );
  11059. if ( precision !== material.precision ) {
  11060. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11061. }
  11062. }
  11063. var currentRenderTarget = renderer.getRenderTarget();
  11064. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  11065. var parameters = {
  11066. isWebGL2: isWebGL2,
  11067. shaderID: shaderID,
  11068. precision: precision,
  11069. instancing: object.isInstancedMesh === true,
  11070. supportsVertexTextures: vertexTextures,
  11071. numMultiviewViews: numMultiviewViews,
  11072. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  11073. map: !! material.map,
  11074. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  11075. matcap: !! material.matcap,
  11076. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  11077. envMap: !! material.envMap,
  11078. envMapMode: material.envMap && material.envMap.mapping,
  11079. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  11080. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  11081. lightMap: !! material.lightMap,
  11082. aoMap: !! material.aoMap,
  11083. emissiveMap: !! material.emissiveMap,
  11084. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  11085. bumpMap: !! material.bumpMap,
  11086. normalMap: !! material.normalMap,
  11087. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11088. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11089. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11090. displacementMap: !! material.displacementMap,
  11091. roughnessMap: !! material.roughnessMap,
  11092. metalnessMap: !! material.metalnessMap,
  11093. specularMap: !! material.specularMap,
  11094. alphaMap: !! material.alphaMap,
  11095. gradientMap: !! material.gradientMap,
  11096. sheen: !! material.sheen,
  11097. combine: material.combine,
  11098. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11099. vertexColors: material.vertexColors,
  11100. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11101. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11102. fog: !! fog,
  11103. useFog: material.fog,
  11104. fogExp2: ( fog && fog.isFogExp2 ),
  11105. flatShading: material.flatShading,
  11106. sizeAttenuation: material.sizeAttenuation,
  11107. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11108. skinning: material.skinning && maxBones > 0,
  11109. maxBones: maxBones,
  11110. useVertexTexture: floatVertexTextures,
  11111. morphTargets: material.morphTargets,
  11112. morphNormals: material.morphNormals,
  11113. maxMorphTargets: renderer.maxMorphTargets,
  11114. maxMorphNormals: renderer.maxMorphNormals,
  11115. numDirLights: lights.directional.length,
  11116. numPointLights: lights.point.length,
  11117. numSpotLights: lights.spot.length,
  11118. numRectAreaLights: lights.rectArea.length,
  11119. numHemiLights: lights.hemi.length,
  11120. numDirLightShadows: lights.directionalShadowMap.length,
  11121. numPointLightShadows: lights.pointShadowMap.length,
  11122. numSpotLightShadows: lights.spotShadowMap.length,
  11123. numClippingPlanes: nClipPlanes,
  11124. numClipIntersection: nClipIntersection,
  11125. dithering: material.dithering,
  11126. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11127. shadowMapType: renderer.shadowMap.type,
  11128. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11129. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11130. premultipliedAlpha: material.premultipliedAlpha,
  11131. alphaTest: material.alphaTest,
  11132. doubleSided: material.side === DoubleSide,
  11133. flipSided: material.side === BackSide,
  11134. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11135. };
  11136. return parameters;
  11137. };
  11138. this.getProgramCacheKey = function ( material, parameters ) {
  11139. var array = [];
  11140. if ( parameters.shaderID ) {
  11141. array.push( parameters.shaderID );
  11142. } else {
  11143. array.push( material.fragmentShader );
  11144. array.push( material.vertexShader );
  11145. }
  11146. if ( material.defines !== undefined ) {
  11147. for ( var name in material.defines ) {
  11148. array.push( name );
  11149. array.push( material.defines[ name ] );
  11150. }
  11151. }
  11152. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11153. array.push( parameters[ parameterNames[ i ] ] );
  11154. }
  11155. array.push( material.onBeforeCompile.toString() );
  11156. array.push( renderer.gammaOutput );
  11157. array.push( renderer.gammaFactor );
  11158. return array.join();
  11159. };
  11160. this.acquireProgram = function ( material, shader, parameters, cacheKey ) {
  11161. var program;
  11162. // Check if code has been already compiled
  11163. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11164. var preexistingProgram = programs[ p ];
  11165. if ( preexistingProgram.cacheKey === cacheKey ) {
  11166. program = preexistingProgram;
  11167. ++ program.usedTimes;
  11168. break;
  11169. }
  11170. }
  11171. if ( program === undefined ) {
  11172. program = new WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters );
  11173. programs.push( program );
  11174. }
  11175. return program;
  11176. };
  11177. this.releaseProgram = function ( program ) {
  11178. if ( -- program.usedTimes === 0 ) {
  11179. // Remove from unordered set
  11180. var i = programs.indexOf( program );
  11181. programs[ i ] = programs[ programs.length - 1 ];
  11182. programs.pop();
  11183. // Free WebGL resources
  11184. program.destroy();
  11185. }
  11186. };
  11187. // Exposed for resource monitoring & error feedback via renderer.info:
  11188. this.programs = programs;
  11189. }
  11190. /**
  11191. * @author fordacious / fordacious.github.io
  11192. */
  11193. function WebGLProperties() {
  11194. var properties = new WeakMap();
  11195. function get( object ) {
  11196. var map = properties.get( object );
  11197. if ( map === undefined ) {
  11198. map = {};
  11199. properties.set( object, map );
  11200. }
  11201. return map;
  11202. }
  11203. function remove( object ) {
  11204. properties.delete( object );
  11205. }
  11206. function update( object, key, value ) {
  11207. properties.get( object )[ key ] = value;
  11208. }
  11209. function dispose() {
  11210. properties = new WeakMap();
  11211. }
  11212. return {
  11213. get: get,
  11214. remove: remove,
  11215. update: update,
  11216. dispose: dispose
  11217. };
  11218. }
  11219. /**
  11220. * @author mrdoob / http://mrdoob.com/
  11221. */
  11222. function painterSortStable( a, b ) {
  11223. if ( a.groupOrder !== b.groupOrder ) {
  11224. return a.groupOrder - b.groupOrder;
  11225. } else if ( a.renderOrder !== b.renderOrder ) {
  11226. return a.renderOrder - b.renderOrder;
  11227. } else if ( a.program !== b.program ) {
  11228. return a.program.id - b.program.id;
  11229. } else if ( a.material.id !== b.material.id ) {
  11230. return a.material.id - b.material.id;
  11231. } else if ( a.z !== b.z ) {
  11232. return a.z - b.z;
  11233. } else {
  11234. return a.id - b.id;
  11235. }
  11236. }
  11237. function reversePainterSortStable( a, b ) {
  11238. if ( a.groupOrder !== b.groupOrder ) {
  11239. return a.groupOrder - b.groupOrder;
  11240. } else if ( a.renderOrder !== b.renderOrder ) {
  11241. return a.renderOrder - b.renderOrder;
  11242. } else if ( a.z !== b.z ) {
  11243. return b.z - a.z;
  11244. } else {
  11245. return a.id - b.id;
  11246. }
  11247. }
  11248. function WebGLRenderList() {
  11249. var renderItems = [];
  11250. var renderItemsIndex = 0;
  11251. var opaque = [];
  11252. var transparent = [];
  11253. var defaultProgram = { id: - 1 };
  11254. function init() {
  11255. renderItemsIndex = 0;
  11256. opaque.length = 0;
  11257. transparent.length = 0;
  11258. }
  11259. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11260. var renderItem = renderItems[ renderItemsIndex ];
  11261. if ( renderItem === undefined ) {
  11262. renderItem = {
  11263. id: object.id,
  11264. object: object,
  11265. geometry: geometry,
  11266. material: material,
  11267. program: material.program || defaultProgram,
  11268. groupOrder: groupOrder,
  11269. renderOrder: object.renderOrder,
  11270. z: z,
  11271. group: group
  11272. };
  11273. renderItems[ renderItemsIndex ] = renderItem;
  11274. } else {
  11275. renderItem.id = object.id;
  11276. renderItem.object = object;
  11277. renderItem.geometry = geometry;
  11278. renderItem.material = material;
  11279. renderItem.program = material.program || defaultProgram;
  11280. renderItem.groupOrder = groupOrder;
  11281. renderItem.renderOrder = object.renderOrder;
  11282. renderItem.z = z;
  11283. renderItem.group = group;
  11284. }
  11285. renderItemsIndex ++;
  11286. return renderItem;
  11287. }
  11288. function push( object, geometry, material, groupOrder, z, group ) {
  11289. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11290. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11291. }
  11292. function unshift( object, geometry, material, groupOrder, z, group ) {
  11293. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11294. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11295. }
  11296. function sort() {
  11297. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11298. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11299. }
  11300. return {
  11301. opaque: opaque,
  11302. transparent: transparent,
  11303. init: init,
  11304. push: push,
  11305. unshift: unshift,
  11306. sort: sort
  11307. };
  11308. }
  11309. function WebGLRenderLists() {
  11310. var lists = new WeakMap();
  11311. function onSceneDispose( event ) {
  11312. var scene = event.target;
  11313. scene.removeEventListener( 'dispose', onSceneDispose );
  11314. lists.delete( scene );
  11315. }
  11316. function get( scene, camera ) {
  11317. var cameras = lists.get( scene );
  11318. var list;
  11319. if ( cameras === undefined ) {
  11320. list = new WebGLRenderList();
  11321. lists.set( scene, new WeakMap() );
  11322. lists.get( scene ).set( camera, list );
  11323. scene.addEventListener( 'dispose', onSceneDispose );
  11324. } else {
  11325. list = cameras.get( camera );
  11326. if ( list === undefined ) {
  11327. list = new WebGLRenderList();
  11328. cameras.set( camera, list );
  11329. }
  11330. }
  11331. return list;
  11332. }
  11333. function dispose() {
  11334. lists = new WeakMap();
  11335. }
  11336. return {
  11337. get: get,
  11338. dispose: dispose
  11339. };
  11340. }
  11341. /**
  11342. * @author mrdoob / http://mrdoob.com/
  11343. */
  11344. function UniformsCache() {
  11345. var lights = {};
  11346. return {
  11347. get: function ( light ) {
  11348. if ( lights[ light.id ] !== undefined ) {
  11349. return lights[ light.id ];
  11350. }
  11351. var uniforms;
  11352. switch ( light.type ) {
  11353. case 'DirectionalLight':
  11354. uniforms = {
  11355. direction: new Vector3(),
  11356. color: new Color(),
  11357. shadow: false,
  11358. shadowBias: 0,
  11359. shadowRadius: 1,
  11360. shadowMapSize: new Vector2()
  11361. };
  11362. break;
  11363. case 'SpotLight':
  11364. uniforms = {
  11365. position: new Vector3(),
  11366. direction: new Vector3(),
  11367. color: new Color(),
  11368. distance: 0,
  11369. coneCos: 0,
  11370. penumbraCos: 0,
  11371. decay: 0,
  11372. shadow: false,
  11373. shadowBias: 0,
  11374. shadowRadius: 1,
  11375. shadowMapSize: new Vector2()
  11376. };
  11377. break;
  11378. case 'PointLight':
  11379. uniforms = {
  11380. position: new Vector3(),
  11381. color: new Color(),
  11382. distance: 0,
  11383. decay: 0,
  11384. shadow: false,
  11385. shadowBias: 0,
  11386. shadowRadius: 1,
  11387. shadowMapSize: new Vector2(),
  11388. shadowCameraNear: 1,
  11389. shadowCameraFar: 1000
  11390. };
  11391. break;
  11392. case 'HemisphereLight':
  11393. uniforms = {
  11394. direction: new Vector3(),
  11395. skyColor: new Color(),
  11396. groundColor: new Color()
  11397. };
  11398. break;
  11399. case 'RectAreaLight':
  11400. uniforms = {
  11401. color: new Color(),
  11402. position: new Vector3(),
  11403. halfWidth: new Vector3(),
  11404. halfHeight: new Vector3()
  11405. // TODO (abelnation): set RectAreaLight shadow uniforms
  11406. };
  11407. break;
  11408. }
  11409. lights[ light.id ] = uniforms;
  11410. return uniforms;
  11411. }
  11412. };
  11413. }
  11414. var nextVersion = 0;
  11415. function shadowCastingLightsFirst( lightA, lightB ) {
  11416. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11417. }
  11418. function WebGLLights() {
  11419. var cache = new UniformsCache();
  11420. var state = {
  11421. version: 0,
  11422. hash: {
  11423. directionalLength: - 1,
  11424. pointLength: - 1,
  11425. spotLength: - 1,
  11426. rectAreaLength: - 1,
  11427. hemiLength: - 1,
  11428. numDirectionalShadows: - 1,
  11429. numPointShadows: - 1,
  11430. numSpotShadows: - 1,
  11431. },
  11432. ambient: [ 0, 0, 0 ],
  11433. probe: [],
  11434. directional: [],
  11435. directionalShadowMap: [],
  11436. directionalShadowMatrix: [],
  11437. spot: [],
  11438. spotShadowMap: [],
  11439. spotShadowMatrix: [],
  11440. rectArea: [],
  11441. point: [],
  11442. pointShadowMap: [],
  11443. pointShadowMatrix: [],
  11444. hemi: [],
  11445. numDirectionalShadows: - 1,
  11446. numPointShadows: - 1,
  11447. numSpotShadows: - 1
  11448. };
  11449. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11450. var vector3 = new Vector3();
  11451. var matrix4 = new Matrix4();
  11452. var matrix42 = new Matrix4();
  11453. function setup( lights, shadows, camera ) {
  11454. var r = 0, g = 0, b = 0;
  11455. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11456. var directionalLength = 0;
  11457. var pointLength = 0;
  11458. var spotLength = 0;
  11459. var rectAreaLength = 0;
  11460. var hemiLength = 0;
  11461. var numDirectionalShadows = 0;
  11462. var numPointShadows = 0;
  11463. var numSpotShadows = 0;
  11464. var viewMatrix = camera.matrixWorldInverse;
  11465. lights.sort( shadowCastingLightsFirst );
  11466. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11467. var light = lights[ i ];
  11468. var color = light.color;
  11469. var intensity = light.intensity;
  11470. var distance = light.distance;
  11471. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11472. if ( light.isAmbientLight ) {
  11473. r += color.r * intensity;
  11474. g += color.g * intensity;
  11475. b += color.b * intensity;
  11476. } else if ( light.isLightProbe ) {
  11477. for ( var j = 0; j < 9; j ++ ) {
  11478. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11479. }
  11480. } else if ( light.isDirectionalLight ) {
  11481. var uniforms = cache.get( light );
  11482. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11483. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11484. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11485. uniforms.direction.sub( vector3 );
  11486. uniforms.direction.transformDirection( viewMatrix );
  11487. uniforms.shadow = light.castShadow;
  11488. if ( light.castShadow ) {
  11489. var shadow = light.shadow;
  11490. uniforms.shadowBias = shadow.bias;
  11491. uniforms.shadowRadius = shadow.radius;
  11492. uniforms.shadowMapSize = shadow.mapSize;
  11493. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11494. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11495. numDirectionalShadows ++;
  11496. }
  11497. state.directional[ directionalLength ] = uniforms;
  11498. directionalLength ++;
  11499. } else if ( light.isSpotLight ) {
  11500. var uniforms = cache.get( light );
  11501. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11502. uniforms.position.applyMatrix4( viewMatrix );
  11503. uniforms.color.copy( color ).multiplyScalar( intensity );
  11504. uniforms.distance = distance;
  11505. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11506. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11507. uniforms.direction.sub( vector3 );
  11508. uniforms.direction.transformDirection( viewMatrix );
  11509. uniforms.coneCos = Math.cos( light.angle );
  11510. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11511. uniforms.decay = light.decay;
  11512. uniforms.shadow = light.castShadow;
  11513. if ( light.castShadow ) {
  11514. var shadow = light.shadow;
  11515. uniforms.shadowBias = shadow.bias;
  11516. uniforms.shadowRadius = shadow.radius;
  11517. uniforms.shadowMapSize = shadow.mapSize;
  11518. state.spotShadowMap[ spotLength ] = shadowMap;
  11519. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11520. numSpotShadows ++;
  11521. }
  11522. state.spot[ spotLength ] = uniforms;
  11523. spotLength ++;
  11524. } else if ( light.isRectAreaLight ) {
  11525. var uniforms = cache.get( light );
  11526. // (a) intensity is the total visible light emitted
  11527. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11528. // (b) intensity is the brightness of the light
  11529. uniforms.color.copy( color ).multiplyScalar( intensity );
  11530. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11531. uniforms.position.applyMatrix4( viewMatrix );
  11532. // extract local rotation of light to derive width/height half vectors
  11533. matrix42.identity();
  11534. matrix4.copy( light.matrixWorld );
  11535. matrix4.premultiply( viewMatrix );
  11536. matrix42.extractRotation( matrix4 );
  11537. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11538. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11539. uniforms.halfWidth.applyMatrix4( matrix42 );
  11540. uniforms.halfHeight.applyMatrix4( matrix42 );
  11541. // TODO (abelnation): RectAreaLight distance?
  11542. // uniforms.distance = distance;
  11543. state.rectArea[ rectAreaLength ] = uniforms;
  11544. rectAreaLength ++;
  11545. } else if ( light.isPointLight ) {
  11546. var uniforms = cache.get( light );
  11547. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11548. uniforms.position.applyMatrix4( viewMatrix );
  11549. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11550. uniforms.distance = light.distance;
  11551. uniforms.decay = light.decay;
  11552. uniforms.shadow = light.castShadow;
  11553. if ( light.castShadow ) {
  11554. var shadow = light.shadow;
  11555. uniforms.shadowBias = shadow.bias;
  11556. uniforms.shadowRadius = shadow.radius;
  11557. uniforms.shadowMapSize = shadow.mapSize;
  11558. uniforms.shadowCameraNear = shadow.camera.near;
  11559. uniforms.shadowCameraFar = shadow.camera.far;
  11560. state.pointShadowMap[ pointLength ] = shadowMap;
  11561. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11562. numPointShadows ++;
  11563. }
  11564. state.point[ pointLength ] = uniforms;
  11565. pointLength ++;
  11566. } else if ( light.isHemisphereLight ) {
  11567. var uniforms = cache.get( light );
  11568. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11569. uniforms.direction.transformDirection( viewMatrix );
  11570. uniforms.direction.normalize();
  11571. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11572. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11573. state.hemi[ hemiLength ] = uniforms;
  11574. hemiLength ++;
  11575. }
  11576. }
  11577. state.ambient[ 0 ] = r;
  11578. state.ambient[ 1 ] = g;
  11579. state.ambient[ 2 ] = b;
  11580. var hash = state.hash;
  11581. if ( hash.directionalLength !== directionalLength ||
  11582. hash.pointLength !== pointLength ||
  11583. hash.spotLength !== spotLength ||
  11584. hash.rectAreaLength !== rectAreaLength ||
  11585. hash.hemiLength !== hemiLength ||
  11586. hash.numDirectionalShadows !== numDirectionalShadows ||
  11587. hash.numPointShadows !== numPointShadows ||
  11588. hash.numSpotShadows !== numSpotShadows ) {
  11589. state.directional.length = directionalLength;
  11590. state.spot.length = spotLength;
  11591. state.rectArea.length = rectAreaLength;
  11592. state.point.length = pointLength;
  11593. state.hemi.length = hemiLength;
  11594. state.directionalShadowMap.length = numDirectionalShadows;
  11595. state.pointShadowMap.length = numPointShadows;
  11596. state.spotShadowMap.length = numSpotShadows;
  11597. state.directionalShadowMatrix.length = numDirectionalShadows;
  11598. state.pointShadowMatrix.length = numPointShadows;
  11599. state.spotShadowMatrix.length = numSpotShadows;
  11600. hash.directionalLength = directionalLength;
  11601. hash.pointLength = pointLength;
  11602. hash.spotLength = spotLength;
  11603. hash.rectAreaLength = rectAreaLength;
  11604. hash.hemiLength = hemiLength;
  11605. hash.numDirectionalShadows = numDirectionalShadows;
  11606. hash.numPointShadows = numPointShadows;
  11607. hash.numSpotShadows = numSpotShadows;
  11608. state.version = nextVersion ++;
  11609. }
  11610. }
  11611. return {
  11612. setup: setup,
  11613. state: state
  11614. };
  11615. }
  11616. /**
  11617. * @author Mugen87 / https://github.com/Mugen87
  11618. */
  11619. function WebGLRenderState() {
  11620. var lights = new WebGLLights();
  11621. var lightsArray = [];
  11622. var shadowsArray = [];
  11623. function init() {
  11624. lightsArray.length = 0;
  11625. shadowsArray.length = 0;
  11626. }
  11627. function pushLight( light ) {
  11628. lightsArray.push( light );
  11629. }
  11630. function pushShadow( shadowLight ) {
  11631. shadowsArray.push( shadowLight );
  11632. }
  11633. function setupLights( camera ) {
  11634. lights.setup( lightsArray, shadowsArray, camera );
  11635. }
  11636. var state = {
  11637. lightsArray: lightsArray,
  11638. shadowsArray: shadowsArray,
  11639. lights: lights
  11640. };
  11641. return {
  11642. init: init,
  11643. state: state,
  11644. setupLights: setupLights,
  11645. pushLight: pushLight,
  11646. pushShadow: pushShadow
  11647. };
  11648. }
  11649. function WebGLRenderStates() {
  11650. var renderStates = new WeakMap();
  11651. function onSceneDispose( event ) {
  11652. var scene = event.target;
  11653. scene.removeEventListener( 'dispose', onSceneDispose );
  11654. renderStates.delete( scene );
  11655. }
  11656. function get( scene, camera ) {
  11657. var renderState;
  11658. if ( renderStates.has( scene ) === false ) {
  11659. renderState = new WebGLRenderState();
  11660. renderStates.set( scene, new WeakMap() );
  11661. renderStates.get( scene ).set( camera, renderState );
  11662. scene.addEventListener( 'dispose', onSceneDispose );
  11663. } else {
  11664. if ( renderStates.get( scene ).has( camera ) === false ) {
  11665. renderState = new WebGLRenderState();
  11666. renderStates.get( scene ).set( camera, renderState );
  11667. } else {
  11668. renderState = renderStates.get( scene ).get( camera );
  11669. }
  11670. }
  11671. return renderState;
  11672. }
  11673. function dispose() {
  11674. renderStates = new WeakMap();
  11675. }
  11676. return {
  11677. get: get,
  11678. dispose: dispose
  11679. };
  11680. }
  11681. /**
  11682. * @author mrdoob / http://mrdoob.com/
  11683. * @author alteredq / http://alteredqualia.com/
  11684. * @author bhouston / https://clara.io
  11685. * @author WestLangley / http://github.com/WestLangley
  11686. *
  11687. * parameters = {
  11688. *
  11689. * opacity: <float>,
  11690. *
  11691. * map: new THREE.Texture( <Image> ),
  11692. *
  11693. * alphaMap: new THREE.Texture( <Image> ),
  11694. *
  11695. * displacementMap: new THREE.Texture( <Image> ),
  11696. * displacementScale: <float>,
  11697. * displacementBias: <float>,
  11698. *
  11699. * wireframe: <boolean>,
  11700. * wireframeLinewidth: <float>
  11701. * }
  11702. */
  11703. function MeshDepthMaterial( parameters ) {
  11704. Material.call( this );
  11705. this.type = 'MeshDepthMaterial';
  11706. this.depthPacking = BasicDepthPacking;
  11707. this.skinning = false;
  11708. this.morphTargets = false;
  11709. this.map = null;
  11710. this.alphaMap = null;
  11711. this.displacementMap = null;
  11712. this.displacementScale = 1;
  11713. this.displacementBias = 0;
  11714. this.wireframe = false;
  11715. this.wireframeLinewidth = 1;
  11716. this.fog = false;
  11717. this.setValues( parameters );
  11718. }
  11719. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11720. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11721. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11722. MeshDepthMaterial.prototype.copy = function ( source ) {
  11723. Material.prototype.copy.call( this, source );
  11724. this.depthPacking = source.depthPacking;
  11725. this.skinning = source.skinning;
  11726. this.morphTargets = source.morphTargets;
  11727. this.map = source.map;
  11728. this.alphaMap = source.alphaMap;
  11729. this.displacementMap = source.displacementMap;
  11730. this.displacementScale = source.displacementScale;
  11731. this.displacementBias = source.displacementBias;
  11732. this.wireframe = source.wireframe;
  11733. this.wireframeLinewidth = source.wireframeLinewidth;
  11734. return this;
  11735. };
  11736. /**
  11737. * @author WestLangley / http://github.com/WestLangley
  11738. *
  11739. * parameters = {
  11740. *
  11741. * referencePosition: <float>,
  11742. * nearDistance: <float>,
  11743. * farDistance: <float>,
  11744. *
  11745. * skinning: <bool>,
  11746. * morphTargets: <bool>,
  11747. *
  11748. * map: new THREE.Texture( <Image> ),
  11749. *
  11750. * alphaMap: new THREE.Texture( <Image> ),
  11751. *
  11752. * displacementMap: new THREE.Texture( <Image> ),
  11753. * displacementScale: <float>,
  11754. * displacementBias: <float>
  11755. *
  11756. * }
  11757. */
  11758. function MeshDistanceMaterial( parameters ) {
  11759. Material.call( this );
  11760. this.type = 'MeshDistanceMaterial';
  11761. this.referencePosition = new Vector3();
  11762. this.nearDistance = 1;
  11763. this.farDistance = 1000;
  11764. this.skinning = false;
  11765. this.morphTargets = false;
  11766. this.map = null;
  11767. this.alphaMap = null;
  11768. this.displacementMap = null;
  11769. this.displacementScale = 1;
  11770. this.displacementBias = 0;
  11771. this.fog = false;
  11772. this.setValues( parameters );
  11773. }
  11774. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11775. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11776. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11777. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11778. Material.prototype.copy.call( this, source );
  11779. this.referencePosition.copy( source.referencePosition );
  11780. this.nearDistance = source.nearDistance;
  11781. this.farDistance = source.farDistance;
  11782. this.skinning = source.skinning;
  11783. this.morphTargets = source.morphTargets;
  11784. this.map = source.map;
  11785. this.alphaMap = source.alphaMap;
  11786. this.displacementMap = source.displacementMap;
  11787. this.displacementScale = source.displacementScale;
  11788. this.displacementBias = source.displacementBias;
  11789. return this;
  11790. };
  11791. 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 = unpack2HalfToRGBA ( 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}";
  11792. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11793. /**
  11794. * @author alteredq / http://alteredqualia.com/
  11795. * @author mrdoob / http://mrdoob.com/
  11796. */
  11797. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11798. var _frustum = new Frustum(),
  11799. _shadowMapSize = new Vector2(),
  11800. _viewportSize = new Vector2(),
  11801. _viewport = new Vector4(),
  11802. _depthMaterials = [],
  11803. _distanceMaterials = [],
  11804. _materialCache = {};
  11805. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11806. var shadowMaterialVertical = new ShaderMaterial( {
  11807. defines: {
  11808. SAMPLE_RATE: 2.0 / 8.0,
  11809. HALF_SAMPLE_RATE: 1.0 / 8.0
  11810. },
  11811. uniforms: {
  11812. shadow_pass: { value: null },
  11813. resolution: { value: new Vector2() },
  11814. radius: { value: 4.0 }
  11815. },
  11816. vertexShader: vsm_vert,
  11817. fragmentShader: vsm_frag
  11818. } );
  11819. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11820. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11821. var fullScreenTri = new BufferGeometry();
  11822. fullScreenTri.setAttribute(
  11823. "position",
  11824. new BufferAttribute(
  11825. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11826. 3
  11827. )
  11828. );
  11829. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11830. var scope = this;
  11831. this.enabled = false;
  11832. this.autoUpdate = true;
  11833. this.needsUpdate = false;
  11834. this.type = PCFShadowMap;
  11835. this.render = function ( lights, scene, camera ) {
  11836. if ( scope.enabled === false ) { return; }
  11837. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11838. if ( lights.length === 0 ) { return; }
  11839. var currentRenderTarget = _renderer.getRenderTarget();
  11840. var activeCubeFace = _renderer.getActiveCubeFace();
  11841. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11842. var _state = _renderer.state;
  11843. // Set GL state for depth map.
  11844. _state.setBlending( NoBlending );
  11845. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11846. _state.buffers.depth.setTest( true );
  11847. _state.setScissorTest( false );
  11848. // render depth map
  11849. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11850. var light = lights[ i ];
  11851. var shadow = light.shadow;
  11852. if ( shadow === undefined ) {
  11853. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11854. continue;
  11855. }
  11856. _shadowMapSize.copy( shadow.mapSize );
  11857. var shadowFrameExtents = shadow.getFrameExtents();
  11858. _shadowMapSize.multiply( shadowFrameExtents );
  11859. _viewportSize.copy( shadow.mapSize );
  11860. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11861. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11862. if ( _shadowMapSize.x > maxTextureSize ) {
  11863. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11864. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11865. shadow.mapSize.x = _viewportSize.x;
  11866. }
  11867. if ( _shadowMapSize.y > maxTextureSize ) {
  11868. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11869. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11870. shadow.mapSize.y = _viewportSize.y;
  11871. }
  11872. }
  11873. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11874. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11875. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11876. shadow.map.texture.name = light.name + ".shadowMap";
  11877. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11878. shadow.camera.updateProjectionMatrix();
  11879. }
  11880. if ( shadow.map === null ) {
  11881. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11882. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11883. shadow.map.texture.name = light.name + ".shadowMap";
  11884. shadow.camera.updateProjectionMatrix();
  11885. }
  11886. _renderer.setRenderTarget( shadow.map );
  11887. _renderer.clear();
  11888. var viewportCount = shadow.getViewportCount();
  11889. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11890. var viewport = shadow.getViewport( vp );
  11891. _viewport.set(
  11892. _viewportSize.x * viewport.x,
  11893. _viewportSize.y * viewport.y,
  11894. _viewportSize.x * viewport.z,
  11895. _viewportSize.y * viewport.w
  11896. );
  11897. _state.viewport( _viewport );
  11898. shadow.updateMatrices( light, vp );
  11899. _frustum = shadow.getFrustum();
  11900. renderObject( scene, camera, shadow.camera, light, this.type );
  11901. }
  11902. // do blur pass for VSM
  11903. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11904. VSMPass( shadow, camera );
  11905. }
  11906. }
  11907. scope.needsUpdate = false;
  11908. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11909. };
  11910. function VSMPass( shadow, camera ) {
  11911. var geometry = _objects.update( fullScreenMesh );
  11912. // vertical pass
  11913. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11914. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11915. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11916. _renderer.setRenderTarget( shadow.mapPass );
  11917. _renderer.clear();
  11918. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11919. // horizonal pass
  11920. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11921. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11922. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11923. _renderer.setRenderTarget( shadow.map );
  11924. _renderer.clear();
  11925. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11926. }
  11927. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11928. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11929. var material = _depthMaterials[ index ];
  11930. if ( material === undefined ) {
  11931. material = new MeshDepthMaterial( {
  11932. depthPacking: RGBADepthPacking,
  11933. morphTargets: useMorphing,
  11934. skinning: useSkinning
  11935. } );
  11936. _depthMaterials[ index ] = material;
  11937. }
  11938. return material;
  11939. }
  11940. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11941. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11942. var material = _distanceMaterials[ index ];
  11943. if ( material === undefined ) {
  11944. material = new MeshDistanceMaterial( {
  11945. morphTargets: useMorphing,
  11946. skinning: useSkinning
  11947. } );
  11948. _distanceMaterials[ index ] = material;
  11949. }
  11950. return material;
  11951. }
  11952. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11953. var geometry = object.geometry;
  11954. var result = null;
  11955. var getMaterialVariant = getDepthMaterialVariant;
  11956. var customMaterial = object.customDepthMaterial;
  11957. if ( light.isPointLight === true ) {
  11958. getMaterialVariant = getDistanceMaterialVariant;
  11959. customMaterial = object.customDistanceMaterial;
  11960. }
  11961. if ( customMaterial === undefined ) {
  11962. var useMorphing = false;
  11963. if ( material.morphTargets === true ) {
  11964. if ( geometry.isBufferGeometry === true ) {
  11965. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11966. } else if ( geometry.isGeometry === true ) {
  11967. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11968. }
  11969. }
  11970. var useSkinning = false;
  11971. if ( object.isSkinnedMesh === true ) {
  11972. if ( material.skinning === true ) {
  11973. useSkinning = true;
  11974. } else {
  11975. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11976. }
  11977. }
  11978. var useInstancing = object.isInstancedMesh === true;
  11979. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  11980. } else {
  11981. result = customMaterial;
  11982. }
  11983. if ( _renderer.localClippingEnabled &&
  11984. material.clipShadows === true &&
  11985. material.clippingPlanes.length !== 0 ) {
  11986. // in this case we need a unique material instance reflecting the
  11987. // appropriate state
  11988. var keyA = result.uuid, keyB = material.uuid;
  11989. var materialsForVariant = _materialCache[ keyA ];
  11990. if ( materialsForVariant === undefined ) {
  11991. materialsForVariant = {};
  11992. _materialCache[ keyA ] = materialsForVariant;
  11993. }
  11994. var cachedMaterial = materialsForVariant[ keyB ];
  11995. if ( cachedMaterial === undefined ) {
  11996. cachedMaterial = result.clone();
  11997. materialsForVariant[ keyB ] = cachedMaterial;
  11998. }
  11999. result = cachedMaterial;
  12000. }
  12001. result.visible = material.visible;
  12002. result.wireframe = material.wireframe;
  12003. if ( type === VSMShadowMap ) {
  12004. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12005. } else {
  12006. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12007. }
  12008. result.clipShadows = material.clipShadows;
  12009. result.clippingPlanes = material.clippingPlanes;
  12010. result.clipIntersection = material.clipIntersection;
  12011. result.wireframeLinewidth = material.wireframeLinewidth;
  12012. result.linewidth = material.linewidth;
  12013. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12014. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12015. result.nearDistance = shadowCameraNear;
  12016. result.farDistance = shadowCameraFar;
  12017. }
  12018. return result;
  12019. }
  12020. function renderObject( object, camera, shadowCamera, light, type ) {
  12021. if ( object.visible === false ) { return; }
  12022. var visible = object.layers.test( camera.layers );
  12023. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12024. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12025. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12026. var geometry = _objects.update( object );
  12027. var material = object.material;
  12028. if ( Array.isArray( material ) ) {
  12029. var groups = geometry.groups;
  12030. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12031. var group = groups[ k ];
  12032. var groupMaterial = material[ group.materialIndex ];
  12033. if ( groupMaterial && groupMaterial.visible ) {
  12034. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12035. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12036. }
  12037. }
  12038. } else if ( material.visible ) {
  12039. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12040. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12041. }
  12042. }
  12043. }
  12044. var children = object.children;
  12045. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12046. renderObject( children[ i ], camera, shadowCamera, light, type );
  12047. }
  12048. }
  12049. }
  12050. /**
  12051. * @author mrdoob / http://mrdoob.com/
  12052. */
  12053. function WebGLState( gl, extensions, capabilities ) {
  12054. var isWebGL2 = capabilities.isWebGL2;
  12055. function ColorBuffer() {
  12056. var locked = false;
  12057. var color = new Vector4();
  12058. var currentColorMask = null;
  12059. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12060. return {
  12061. setMask: function ( colorMask ) {
  12062. if ( currentColorMask !== colorMask && ! locked ) {
  12063. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12064. currentColorMask = colorMask;
  12065. }
  12066. },
  12067. setLocked: function ( lock ) {
  12068. locked = lock;
  12069. },
  12070. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12071. if ( premultipliedAlpha === true ) {
  12072. r *= a; g *= a; b *= a;
  12073. }
  12074. color.set( r, g, b, a );
  12075. if ( currentColorClear.equals( color ) === false ) {
  12076. gl.clearColor( r, g, b, a );
  12077. currentColorClear.copy( color );
  12078. }
  12079. },
  12080. reset: function () {
  12081. locked = false;
  12082. currentColorMask = null;
  12083. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12084. }
  12085. };
  12086. }
  12087. function DepthBuffer() {
  12088. var locked = false;
  12089. var currentDepthMask = null;
  12090. var currentDepthFunc = null;
  12091. var currentDepthClear = null;
  12092. return {
  12093. setTest: function ( depthTest ) {
  12094. if ( depthTest ) {
  12095. enable( 2929 );
  12096. } else {
  12097. disable( 2929 );
  12098. }
  12099. },
  12100. setMask: function ( depthMask ) {
  12101. if ( currentDepthMask !== depthMask && ! locked ) {
  12102. gl.depthMask( depthMask );
  12103. currentDepthMask = depthMask;
  12104. }
  12105. },
  12106. setFunc: function ( depthFunc ) {
  12107. if ( currentDepthFunc !== depthFunc ) {
  12108. if ( depthFunc ) {
  12109. switch ( depthFunc ) {
  12110. case NeverDepth:
  12111. gl.depthFunc( 512 );
  12112. break;
  12113. case AlwaysDepth:
  12114. gl.depthFunc( 519 );
  12115. break;
  12116. case LessDepth:
  12117. gl.depthFunc( 513 );
  12118. break;
  12119. case LessEqualDepth:
  12120. gl.depthFunc( 515 );
  12121. break;
  12122. case EqualDepth:
  12123. gl.depthFunc( 514 );
  12124. break;
  12125. case GreaterEqualDepth:
  12126. gl.depthFunc( 518 );
  12127. break;
  12128. case GreaterDepth:
  12129. gl.depthFunc( 516 );
  12130. break;
  12131. case NotEqualDepth:
  12132. gl.depthFunc( 517 );
  12133. break;
  12134. default:
  12135. gl.depthFunc( 515 );
  12136. }
  12137. } else {
  12138. gl.depthFunc( 515 );
  12139. }
  12140. currentDepthFunc = depthFunc;
  12141. }
  12142. },
  12143. setLocked: function ( lock ) {
  12144. locked = lock;
  12145. },
  12146. setClear: function ( depth ) {
  12147. if ( currentDepthClear !== depth ) {
  12148. gl.clearDepth( depth );
  12149. currentDepthClear = depth;
  12150. }
  12151. },
  12152. reset: function () {
  12153. locked = false;
  12154. currentDepthMask = null;
  12155. currentDepthFunc = null;
  12156. currentDepthClear = null;
  12157. }
  12158. };
  12159. }
  12160. function StencilBuffer() {
  12161. var locked = false;
  12162. var currentStencilMask = null;
  12163. var currentStencilFunc = null;
  12164. var currentStencilRef = null;
  12165. var currentStencilFuncMask = null;
  12166. var currentStencilFail = null;
  12167. var currentStencilZFail = null;
  12168. var currentStencilZPass = null;
  12169. var currentStencilClear = null;
  12170. return {
  12171. setTest: function ( stencilTest ) {
  12172. if ( ! locked ) {
  12173. if ( stencilTest ) {
  12174. enable( 2960 );
  12175. } else {
  12176. disable( 2960 );
  12177. }
  12178. }
  12179. },
  12180. setMask: function ( stencilMask ) {
  12181. if ( currentStencilMask !== stencilMask && ! locked ) {
  12182. gl.stencilMask( stencilMask );
  12183. currentStencilMask = stencilMask;
  12184. }
  12185. },
  12186. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12187. if ( currentStencilFunc !== stencilFunc ||
  12188. currentStencilRef !== stencilRef ||
  12189. currentStencilFuncMask !== stencilMask ) {
  12190. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12191. currentStencilFunc = stencilFunc;
  12192. currentStencilRef = stencilRef;
  12193. currentStencilFuncMask = stencilMask;
  12194. }
  12195. },
  12196. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12197. if ( currentStencilFail !== stencilFail ||
  12198. currentStencilZFail !== stencilZFail ||
  12199. currentStencilZPass !== stencilZPass ) {
  12200. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12201. currentStencilFail = stencilFail;
  12202. currentStencilZFail = stencilZFail;
  12203. currentStencilZPass = stencilZPass;
  12204. }
  12205. },
  12206. setLocked: function ( lock ) {
  12207. locked = lock;
  12208. },
  12209. setClear: function ( stencil ) {
  12210. if ( currentStencilClear !== stencil ) {
  12211. gl.clearStencil( stencil );
  12212. currentStencilClear = stencil;
  12213. }
  12214. },
  12215. reset: function () {
  12216. locked = false;
  12217. currentStencilMask = null;
  12218. currentStencilFunc = null;
  12219. currentStencilRef = null;
  12220. currentStencilFuncMask = null;
  12221. currentStencilFail = null;
  12222. currentStencilZFail = null;
  12223. currentStencilZPass = null;
  12224. currentStencilClear = null;
  12225. }
  12226. };
  12227. }
  12228. //
  12229. var colorBuffer = new ColorBuffer();
  12230. var depthBuffer = new DepthBuffer();
  12231. var stencilBuffer = new StencilBuffer();
  12232. var maxVertexAttributes = gl.getParameter( 34921 );
  12233. var newAttributes = new Uint8Array( maxVertexAttributes );
  12234. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12235. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12236. var enabledCapabilities = {};
  12237. var currentProgram = null;
  12238. var currentBlendingEnabled = null;
  12239. var currentBlending = null;
  12240. var currentBlendEquation = null;
  12241. var currentBlendSrc = null;
  12242. var currentBlendDst = null;
  12243. var currentBlendEquationAlpha = null;
  12244. var currentBlendSrcAlpha = null;
  12245. var currentBlendDstAlpha = null;
  12246. var currentPremultipledAlpha = false;
  12247. var currentFlipSided = null;
  12248. var currentCullFace = null;
  12249. var currentLineWidth = null;
  12250. var currentPolygonOffsetFactor = null;
  12251. var currentPolygonOffsetUnits = null;
  12252. var maxTextures = gl.getParameter( 35661 );
  12253. var lineWidthAvailable = false;
  12254. var version = 0;
  12255. var glVersion = gl.getParameter( 7938 );
  12256. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12257. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12258. lineWidthAvailable = ( version >= 1.0 );
  12259. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12260. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12261. lineWidthAvailable = ( version >= 2.0 );
  12262. }
  12263. var currentTextureSlot = null;
  12264. var currentBoundTextures = {};
  12265. var currentScissor = new Vector4();
  12266. var currentViewport = new Vector4();
  12267. function createTexture( type, target, count ) {
  12268. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12269. var texture = gl.createTexture();
  12270. gl.bindTexture( type, texture );
  12271. gl.texParameteri( type, 10241, 9728 );
  12272. gl.texParameteri( type, 10240, 9728 );
  12273. for ( var i = 0; i < count; i ++ ) {
  12274. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12275. }
  12276. return texture;
  12277. }
  12278. var emptyTextures = {};
  12279. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12280. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12281. // init
  12282. colorBuffer.setClear( 0, 0, 0, 1 );
  12283. depthBuffer.setClear( 1 );
  12284. stencilBuffer.setClear( 0 );
  12285. enable( 2929 );
  12286. depthBuffer.setFunc( LessEqualDepth );
  12287. setFlipSided( false );
  12288. setCullFace( CullFaceBack );
  12289. enable( 2884 );
  12290. setBlending( NoBlending );
  12291. //
  12292. function initAttributes() {
  12293. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12294. newAttributes[ i ] = 0;
  12295. }
  12296. }
  12297. function enableAttribute( attribute ) {
  12298. enableAttributeAndDivisor( attribute, 0 );
  12299. }
  12300. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12301. newAttributes[ attribute ] = 1;
  12302. if ( enabledAttributes[ attribute ] === 0 ) {
  12303. gl.enableVertexAttribArray( attribute );
  12304. enabledAttributes[ attribute ] = 1;
  12305. }
  12306. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12307. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12308. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12309. attributeDivisors[ attribute ] = meshPerAttribute;
  12310. }
  12311. }
  12312. function disableUnusedAttributes() {
  12313. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12314. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12315. gl.disableVertexAttribArray( i );
  12316. enabledAttributes[ i ] = 0;
  12317. }
  12318. }
  12319. }
  12320. function enable( id ) {
  12321. if ( enabledCapabilities[ id ] !== true ) {
  12322. gl.enable( id );
  12323. enabledCapabilities[ id ] = true;
  12324. }
  12325. }
  12326. function disable( id ) {
  12327. if ( enabledCapabilities[ id ] !== false ) {
  12328. gl.disable( id );
  12329. enabledCapabilities[ id ] = false;
  12330. }
  12331. }
  12332. function useProgram( program ) {
  12333. if ( currentProgram !== program ) {
  12334. gl.useProgram( program );
  12335. currentProgram = program;
  12336. return true;
  12337. }
  12338. return false;
  12339. }
  12340. var equationToGL = {};
  12341. equationToGL[ AddEquation ] = 32774;
  12342. equationToGL[ SubtractEquation ] = 32778;
  12343. equationToGL[ ReverseSubtractEquation ] = 32779;
  12344. if ( isWebGL2 ) {
  12345. equationToGL[ MinEquation ] = 32775;
  12346. equationToGL[ MaxEquation ] = 32776;
  12347. } else {
  12348. var extension = extensions.get( 'EXT_blend_minmax' );
  12349. if ( extension !== null ) {
  12350. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12351. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12352. }
  12353. }
  12354. var factorToGL = {};
  12355. factorToGL[ ZeroFactor ] = 0;
  12356. factorToGL[ OneFactor ] = 1;
  12357. factorToGL[ SrcColorFactor ] = 768;
  12358. factorToGL[ SrcAlphaFactor ] = 770;
  12359. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12360. factorToGL[ DstColorFactor ] = 774;
  12361. factorToGL[ DstAlphaFactor ] = 772;
  12362. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12363. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12364. factorToGL[ OneMinusDstColorFactor ] = 775;
  12365. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12366. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12367. if ( blending === NoBlending ) {
  12368. if ( currentBlendingEnabled ) {
  12369. disable( 3042 );
  12370. currentBlendingEnabled = false;
  12371. }
  12372. return;
  12373. }
  12374. if ( ! currentBlendingEnabled ) {
  12375. enable( 3042 );
  12376. currentBlendingEnabled = true;
  12377. }
  12378. if ( blending !== CustomBlending ) {
  12379. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12380. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12381. gl.blendEquation( 32774 );
  12382. currentBlendEquation = AddEquation;
  12383. currentBlendEquationAlpha = AddEquation;
  12384. }
  12385. if ( premultipliedAlpha ) {
  12386. switch ( blending ) {
  12387. case NormalBlending:
  12388. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12389. break;
  12390. case AdditiveBlending:
  12391. gl.blendFunc( 1, 1 );
  12392. break;
  12393. case SubtractiveBlending:
  12394. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12395. break;
  12396. case MultiplyBlending:
  12397. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12398. break;
  12399. default:
  12400. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12401. break;
  12402. }
  12403. } else {
  12404. switch ( blending ) {
  12405. case NormalBlending:
  12406. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12407. break;
  12408. case AdditiveBlending:
  12409. gl.blendFunc( 770, 1 );
  12410. break;
  12411. case SubtractiveBlending:
  12412. gl.blendFunc( 0, 769 );
  12413. break;
  12414. case MultiplyBlending:
  12415. gl.blendFunc( 0, 768 );
  12416. break;
  12417. default:
  12418. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12419. break;
  12420. }
  12421. }
  12422. currentBlendSrc = null;
  12423. currentBlendDst = null;
  12424. currentBlendSrcAlpha = null;
  12425. currentBlendDstAlpha = null;
  12426. currentBlending = blending;
  12427. currentPremultipledAlpha = premultipliedAlpha;
  12428. }
  12429. return;
  12430. }
  12431. // custom blending
  12432. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12433. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12434. blendDstAlpha = blendDstAlpha || blendDst;
  12435. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12436. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12437. currentBlendEquation = blendEquation;
  12438. currentBlendEquationAlpha = blendEquationAlpha;
  12439. }
  12440. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12441. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12442. currentBlendSrc = blendSrc;
  12443. currentBlendDst = blendDst;
  12444. currentBlendSrcAlpha = blendSrcAlpha;
  12445. currentBlendDstAlpha = blendDstAlpha;
  12446. }
  12447. currentBlending = blending;
  12448. currentPremultipledAlpha = null;
  12449. }
  12450. function setMaterial( material, frontFaceCW ) {
  12451. material.side === DoubleSide
  12452. ? disable( 2884 )
  12453. : enable( 2884 );
  12454. var flipSided = ( material.side === BackSide );
  12455. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12456. setFlipSided( flipSided );
  12457. ( material.blending === NormalBlending && material.transparent === false )
  12458. ? setBlending( NoBlending )
  12459. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12460. depthBuffer.setFunc( material.depthFunc );
  12461. depthBuffer.setTest( material.depthTest );
  12462. depthBuffer.setMask( material.depthWrite );
  12463. colorBuffer.setMask( material.colorWrite );
  12464. var stencilWrite = material.stencilWrite;
  12465. stencilBuffer.setTest( stencilWrite );
  12466. if ( stencilWrite ) {
  12467. stencilBuffer.setMask( material.stencilWriteMask );
  12468. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12469. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12470. }
  12471. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12472. }
  12473. //
  12474. function setFlipSided( flipSided ) {
  12475. if ( currentFlipSided !== flipSided ) {
  12476. if ( flipSided ) {
  12477. gl.frontFace( 2304 );
  12478. } else {
  12479. gl.frontFace( 2305 );
  12480. }
  12481. currentFlipSided = flipSided;
  12482. }
  12483. }
  12484. function setCullFace( cullFace ) {
  12485. if ( cullFace !== CullFaceNone ) {
  12486. enable( 2884 );
  12487. if ( cullFace !== currentCullFace ) {
  12488. if ( cullFace === CullFaceBack ) {
  12489. gl.cullFace( 1029 );
  12490. } else if ( cullFace === CullFaceFront ) {
  12491. gl.cullFace( 1028 );
  12492. } else {
  12493. gl.cullFace( 1032 );
  12494. }
  12495. }
  12496. } else {
  12497. disable( 2884 );
  12498. }
  12499. currentCullFace = cullFace;
  12500. }
  12501. function setLineWidth( width ) {
  12502. if ( width !== currentLineWidth ) {
  12503. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12504. currentLineWidth = width;
  12505. }
  12506. }
  12507. function setPolygonOffset( polygonOffset, factor, units ) {
  12508. if ( polygonOffset ) {
  12509. enable( 32823 );
  12510. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12511. gl.polygonOffset( factor, units );
  12512. currentPolygonOffsetFactor = factor;
  12513. currentPolygonOffsetUnits = units;
  12514. }
  12515. } else {
  12516. disable( 32823 );
  12517. }
  12518. }
  12519. function setScissorTest( scissorTest ) {
  12520. if ( scissorTest ) {
  12521. enable( 3089 );
  12522. } else {
  12523. disable( 3089 );
  12524. }
  12525. }
  12526. // texture
  12527. function activeTexture( webglSlot ) {
  12528. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12529. if ( currentTextureSlot !== webglSlot ) {
  12530. gl.activeTexture( webglSlot );
  12531. currentTextureSlot = webglSlot;
  12532. }
  12533. }
  12534. function bindTexture( webglType, webglTexture ) {
  12535. if ( currentTextureSlot === null ) {
  12536. activeTexture();
  12537. }
  12538. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12539. if ( boundTexture === undefined ) {
  12540. boundTexture = { type: undefined, texture: undefined };
  12541. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12542. }
  12543. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12544. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12545. boundTexture.type = webglType;
  12546. boundTexture.texture = webglTexture;
  12547. }
  12548. }
  12549. function unbindTexture() {
  12550. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12551. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12552. gl.bindTexture( boundTexture.type, null );
  12553. boundTexture.type = undefined;
  12554. boundTexture.texture = undefined;
  12555. }
  12556. }
  12557. function compressedTexImage2D() {
  12558. try {
  12559. gl.compressedTexImage2D.apply( gl, arguments );
  12560. } catch ( error ) {
  12561. console.error( 'THREE.WebGLState:', error );
  12562. }
  12563. }
  12564. function texImage2D() {
  12565. try {
  12566. gl.texImage2D.apply( gl, arguments );
  12567. } catch ( error ) {
  12568. console.error( 'THREE.WebGLState:', error );
  12569. }
  12570. }
  12571. function texImage3D() {
  12572. try {
  12573. gl.texImage3D.apply( gl, arguments );
  12574. } catch ( error ) {
  12575. console.error( 'THREE.WebGLState:', error );
  12576. }
  12577. }
  12578. //
  12579. function scissor( scissor ) {
  12580. if ( currentScissor.equals( scissor ) === false ) {
  12581. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12582. currentScissor.copy( scissor );
  12583. }
  12584. }
  12585. function viewport( viewport ) {
  12586. if ( currentViewport.equals( viewport ) === false ) {
  12587. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12588. currentViewport.copy( viewport );
  12589. }
  12590. }
  12591. //
  12592. function reset() {
  12593. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12594. if ( enabledAttributes[ i ] === 1 ) {
  12595. gl.disableVertexAttribArray( i );
  12596. enabledAttributes[ i ] = 0;
  12597. }
  12598. }
  12599. enabledCapabilities = {};
  12600. currentTextureSlot = null;
  12601. currentBoundTextures = {};
  12602. currentProgram = null;
  12603. currentBlending = null;
  12604. currentFlipSided = null;
  12605. currentCullFace = null;
  12606. colorBuffer.reset();
  12607. depthBuffer.reset();
  12608. stencilBuffer.reset();
  12609. }
  12610. return {
  12611. buffers: {
  12612. color: colorBuffer,
  12613. depth: depthBuffer,
  12614. stencil: stencilBuffer
  12615. },
  12616. initAttributes: initAttributes,
  12617. enableAttribute: enableAttribute,
  12618. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12619. disableUnusedAttributes: disableUnusedAttributes,
  12620. enable: enable,
  12621. disable: disable,
  12622. useProgram: useProgram,
  12623. setBlending: setBlending,
  12624. setMaterial: setMaterial,
  12625. setFlipSided: setFlipSided,
  12626. setCullFace: setCullFace,
  12627. setLineWidth: setLineWidth,
  12628. setPolygonOffset: setPolygonOffset,
  12629. setScissorTest: setScissorTest,
  12630. activeTexture: activeTexture,
  12631. bindTexture: bindTexture,
  12632. unbindTexture: unbindTexture,
  12633. compressedTexImage2D: compressedTexImage2D,
  12634. texImage2D: texImage2D,
  12635. texImage3D: texImage3D,
  12636. scissor: scissor,
  12637. viewport: viewport,
  12638. reset: reset
  12639. };
  12640. }
  12641. /**
  12642. * @author mrdoob / http://mrdoob.com/
  12643. */
  12644. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12645. var isWebGL2 = capabilities.isWebGL2;
  12646. var maxTextures = capabilities.maxTextures;
  12647. var maxCubemapSize = capabilities.maxCubemapSize;
  12648. var maxTextureSize = capabilities.maxTextureSize;
  12649. var maxSamples = capabilities.maxSamples;
  12650. var _videoTextures = new WeakMap();
  12651. var _canvas;
  12652. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12653. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12654. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12655. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12656. function createCanvas( width, height ) {
  12657. // Use OffscreenCanvas when available. Specially needed in web workers
  12658. return useOffscreenCanvas ?
  12659. new OffscreenCanvas( width, height ) :
  12660. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12661. }
  12662. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12663. var scale = 1;
  12664. // handle case if texture exceeds max size
  12665. if ( image.width > maxSize || image.height > maxSize ) {
  12666. scale = maxSize / Math.max( image.width, image.height );
  12667. }
  12668. // only perform resize if necessary
  12669. if ( scale < 1 || needsPowerOfTwo === true ) {
  12670. // only perform resize for certain image types
  12671. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12672. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12673. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12674. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12675. var width = floor( scale * image.width );
  12676. var height = floor( scale * image.height );
  12677. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12678. // cube textures can't reuse the same canvas
  12679. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12680. canvas.width = width;
  12681. canvas.height = height;
  12682. var context = canvas.getContext( '2d' );
  12683. context.drawImage( image, 0, 0, width, height );
  12684. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12685. return canvas;
  12686. } else {
  12687. if ( 'data' in image ) {
  12688. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12689. }
  12690. return image;
  12691. }
  12692. }
  12693. return image;
  12694. }
  12695. function isPowerOfTwo( image ) {
  12696. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12697. }
  12698. function textureNeedsPowerOfTwo( texture ) {
  12699. if ( isWebGL2 ) { return false; }
  12700. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12701. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12702. }
  12703. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12704. return texture.generateMipmaps && supportsMips &&
  12705. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12706. }
  12707. function generateMipmap( target, texture, width, height ) {
  12708. _gl.generateMipmap( target );
  12709. var textureProperties = properties.get( texture );
  12710. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12711. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12712. }
  12713. function getInternalFormat( glFormat, glType ) {
  12714. if ( isWebGL2 === false ) { return glFormat; }
  12715. var internalFormat = glFormat;
  12716. if ( glFormat === 6403 ) {
  12717. if ( glType === 5126 ) { internalFormat = 33326; }
  12718. if ( glType === 5131 ) { internalFormat = 33325; }
  12719. if ( glType === 5121 ) { internalFormat = 33321; }
  12720. }
  12721. if ( glFormat === 6407 ) {
  12722. if ( glType === 5126 ) { internalFormat = 34837; }
  12723. if ( glType === 5131 ) { internalFormat = 34843; }
  12724. if ( glType === 5121 ) { internalFormat = 32849; }
  12725. }
  12726. if ( glFormat === 6408 ) {
  12727. if ( glType === 5126 ) { internalFormat = 34836; }
  12728. if ( glType === 5131 ) { internalFormat = 34842; }
  12729. if ( glType === 5121 ) { internalFormat = 32856; }
  12730. }
  12731. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12732. internalFormat === 34842 || internalFormat === 34836 ) {
  12733. extensions.get( 'EXT_color_buffer_float' );
  12734. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12735. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12736. }
  12737. return internalFormat;
  12738. }
  12739. // Fallback filters for non-power-of-2 textures
  12740. function filterFallback( f ) {
  12741. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12742. return 9728;
  12743. }
  12744. return 9729;
  12745. }
  12746. //
  12747. function onTextureDispose( event ) {
  12748. var texture = event.target;
  12749. texture.removeEventListener( 'dispose', onTextureDispose );
  12750. deallocateTexture( texture );
  12751. if ( texture.isVideoTexture ) {
  12752. _videoTextures.delete( texture );
  12753. }
  12754. info.memory.textures --;
  12755. }
  12756. function onRenderTargetDispose( event ) {
  12757. var renderTarget = event.target;
  12758. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12759. deallocateRenderTarget( renderTarget );
  12760. info.memory.textures --;
  12761. }
  12762. //
  12763. function deallocateTexture( texture ) {
  12764. var textureProperties = properties.get( texture );
  12765. if ( textureProperties.__webglInit === undefined ) { return; }
  12766. _gl.deleteTexture( textureProperties.__webglTexture );
  12767. properties.remove( texture );
  12768. }
  12769. function deallocateRenderTarget( renderTarget ) {
  12770. var renderTargetProperties = properties.get( renderTarget );
  12771. var textureProperties = properties.get( renderTarget.texture );
  12772. if ( ! renderTarget ) { return; }
  12773. if ( textureProperties.__webglTexture !== undefined ) {
  12774. _gl.deleteTexture( textureProperties.__webglTexture );
  12775. }
  12776. if ( renderTarget.depthTexture ) {
  12777. renderTarget.depthTexture.dispose();
  12778. }
  12779. if ( renderTarget.isWebGLRenderTargetCube ) {
  12780. for ( var i = 0; i < 6; i ++ ) {
  12781. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12782. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12783. }
  12784. } else {
  12785. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12786. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12787. }
  12788. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12789. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12790. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12791. info.memory.textures -= 2;
  12792. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12793. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12794. }
  12795. }
  12796. properties.remove( renderTarget.texture );
  12797. properties.remove( renderTarget );
  12798. }
  12799. //
  12800. var textureUnits = 0;
  12801. function resetTextureUnits() {
  12802. textureUnits = 0;
  12803. }
  12804. function allocateTextureUnit() {
  12805. var textureUnit = textureUnits;
  12806. if ( textureUnit >= maxTextures ) {
  12807. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12808. }
  12809. textureUnits += 1;
  12810. return textureUnit;
  12811. }
  12812. //
  12813. function setTexture2D( texture, slot ) {
  12814. var textureProperties = properties.get( texture );
  12815. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12816. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12817. var image = texture.image;
  12818. if ( image === undefined ) {
  12819. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12820. } else if ( image.complete === false ) {
  12821. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12822. } else {
  12823. uploadTexture( textureProperties, texture, slot );
  12824. return;
  12825. }
  12826. }
  12827. state.activeTexture( 33984 + slot );
  12828. state.bindTexture( 3553, textureProperties.__webglTexture );
  12829. }
  12830. function setTexture2DArray( texture, slot ) {
  12831. var textureProperties = properties.get( texture );
  12832. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12833. uploadTexture( textureProperties, texture, slot );
  12834. return;
  12835. }
  12836. state.activeTexture( 33984 + slot );
  12837. state.bindTexture( 35866, textureProperties.__webglTexture );
  12838. }
  12839. function setTexture3D( texture, slot ) {
  12840. var textureProperties = properties.get( texture );
  12841. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12842. uploadTexture( textureProperties, texture, slot );
  12843. return;
  12844. }
  12845. state.activeTexture( 33984 + slot );
  12846. state.bindTexture( 32879, textureProperties.__webglTexture );
  12847. }
  12848. function setTextureCube( texture, slot ) {
  12849. if ( texture.image.length !== 6 ) { return; }
  12850. var textureProperties = properties.get( texture );
  12851. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12852. initTexture( textureProperties, texture );
  12853. state.activeTexture( 33984 + slot );
  12854. state.bindTexture( 34067, textureProperties.__webglTexture );
  12855. _gl.pixelStorei( 37440, texture.flipY );
  12856. var isCompressed = ( texture && texture.isCompressedTexture );
  12857. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12858. var cubeImage = [];
  12859. for ( var i = 0; i < 6; i ++ ) {
  12860. if ( ! isCompressed && ! isDataTexture ) {
  12861. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  12862. } else {
  12863. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12864. }
  12865. }
  12866. var image = cubeImage[ 0 ],
  12867. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12868. glFormat = utils.convert( texture.format ),
  12869. glType = utils.convert( texture.type ),
  12870. glInternalFormat = getInternalFormat( glFormat, glType );
  12871. setTextureParameters( 34067, texture, supportsMips );
  12872. var mipmaps;
  12873. if ( isCompressed ) {
  12874. for ( var i = 0; i < 6; i ++ ) {
  12875. mipmaps = cubeImage[ i ].mipmaps;
  12876. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12877. var mipmap = mipmaps[ j ];
  12878. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12879. if ( glFormat !== null ) {
  12880. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12881. } else {
  12882. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12883. }
  12884. } else {
  12885. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12886. }
  12887. }
  12888. }
  12889. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12890. } else {
  12891. mipmaps = texture.mipmaps;
  12892. for ( var i = 0; i < 6; i ++ ) {
  12893. if ( isDataTexture ) {
  12894. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12895. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12896. var mipmap = mipmaps[ j ];
  12897. var mipmapImage = mipmap.image[ i ].image;
  12898. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12899. }
  12900. } else {
  12901. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12902. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12903. var mipmap = mipmaps[ j ];
  12904. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12905. }
  12906. }
  12907. }
  12908. textureProperties.__maxMipLevel = mipmaps.length;
  12909. }
  12910. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12911. // We assume images for cube map have the same size.
  12912. generateMipmap( 34067, texture, image.width, image.height );
  12913. }
  12914. textureProperties.__version = texture.version;
  12915. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12916. } else {
  12917. state.activeTexture( 33984 + slot );
  12918. state.bindTexture( 34067, textureProperties.__webglTexture );
  12919. }
  12920. }
  12921. function setTextureCubeDynamic( texture, slot ) {
  12922. state.activeTexture( 33984 + slot );
  12923. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12924. }
  12925. var wrappingToGL = {};
  12926. wrappingToGL[ RepeatWrapping ] = 10497;
  12927. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  12928. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  12929. var filterToGL = {};
  12930. filterToGL[ NearestFilter ] = 9728;
  12931. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  12932. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  12933. filterToGL[ LinearFilter ] = 9729;
  12934. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  12935. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  12936. function setTextureParameters( textureType, texture, supportsMips ) {
  12937. if ( supportsMips ) {
  12938. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  12939. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  12940. if ( textureType === 32879 || textureType === 35866 ) {
  12941. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  12942. }
  12943. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  12944. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  12945. } else {
  12946. _gl.texParameteri( textureType, 10242, 33071 );
  12947. _gl.texParameteri( textureType, 10243, 33071 );
  12948. if ( textureType === 32879 || textureType === 35866 ) {
  12949. _gl.texParameteri( textureType, 32882, 33071 );
  12950. }
  12951. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12952. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12953. }
  12954. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12955. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12956. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12957. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12958. }
  12959. }
  12960. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12961. if ( extension ) {
  12962. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12963. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12964. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12965. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12966. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12967. }
  12968. }
  12969. }
  12970. function initTexture( textureProperties, texture ) {
  12971. if ( textureProperties.__webglInit === undefined ) {
  12972. textureProperties.__webglInit = true;
  12973. texture.addEventListener( 'dispose', onTextureDispose );
  12974. textureProperties.__webglTexture = _gl.createTexture();
  12975. info.memory.textures ++;
  12976. }
  12977. }
  12978. function uploadTexture( textureProperties, texture, slot ) {
  12979. var textureType = 3553;
  12980. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12981. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12982. initTexture( textureProperties, texture );
  12983. state.activeTexture( 33984 + slot );
  12984. state.bindTexture( textureType, textureProperties.__webglTexture );
  12985. _gl.pixelStorei( 37440, texture.flipY );
  12986. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12987. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12988. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12989. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  12990. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12991. glFormat = utils.convert( texture.format ),
  12992. glType = utils.convert( texture.type ),
  12993. glInternalFormat = getInternalFormat( glFormat, glType );
  12994. setTextureParameters( textureType, texture, supportsMips );
  12995. var mipmap, mipmaps = texture.mipmaps;
  12996. if ( texture.isDepthTexture ) {
  12997. // populate depth texture with dummy data
  12998. glInternalFormat = 6402;
  12999. if ( texture.type === FloatType ) {
  13000. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13001. glInternalFormat = 36012;
  13002. } else if ( isWebGL2 ) {
  13003. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13004. glInternalFormat = 33189;
  13005. }
  13006. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13007. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13008. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13009. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13010. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13011. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13012. texture.type = UnsignedShortType;
  13013. glType = utils.convert( texture.type );
  13014. }
  13015. }
  13016. // Depth stencil textures need the DEPTH_STENCIL internal format
  13017. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13018. if ( texture.format === DepthStencilFormat ) {
  13019. glInternalFormat = 34041;
  13020. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13021. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13022. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13023. if ( texture.type !== UnsignedInt248Type ) {
  13024. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13025. texture.type = UnsignedInt248Type;
  13026. glType = utils.convert( texture.type );
  13027. }
  13028. }
  13029. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13030. } else if ( texture.isDataTexture ) {
  13031. // use manually created mipmaps if available
  13032. // if there are no manual mipmaps
  13033. // set 0 level mipmap and then use GL to generate other mipmap levels
  13034. if ( mipmaps.length > 0 && supportsMips ) {
  13035. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13036. mipmap = mipmaps[ i ];
  13037. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13038. }
  13039. texture.generateMipmaps = false;
  13040. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13041. } else {
  13042. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13043. textureProperties.__maxMipLevel = 0;
  13044. }
  13045. } else if ( texture.isCompressedTexture ) {
  13046. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13047. mipmap = mipmaps[ i ];
  13048. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13049. if ( glFormat !== null ) {
  13050. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13051. } else {
  13052. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13053. }
  13054. } else {
  13055. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13056. }
  13057. }
  13058. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13059. } else if ( texture.isDataTexture2DArray ) {
  13060. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13061. textureProperties.__maxMipLevel = 0;
  13062. } else if ( texture.isDataTexture3D ) {
  13063. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13064. textureProperties.__maxMipLevel = 0;
  13065. } else {
  13066. // regular Texture (image, video, canvas)
  13067. // use manually created mipmaps if available
  13068. // if there are no manual mipmaps
  13069. // set 0 level mipmap and then use GL to generate other mipmap levels
  13070. if ( mipmaps.length > 0 && supportsMips ) {
  13071. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13072. mipmap = mipmaps[ i ];
  13073. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13074. }
  13075. texture.generateMipmaps = false;
  13076. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13077. } else {
  13078. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13079. textureProperties.__maxMipLevel = 0;
  13080. }
  13081. }
  13082. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13083. generateMipmap( 3553, texture, image.width, image.height );
  13084. }
  13085. textureProperties.__version = texture.version;
  13086. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13087. }
  13088. // Render targets
  13089. // Setup storage for target texture and bind it to correct framebuffer
  13090. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13091. var glFormat = utils.convert( renderTarget.texture.format );
  13092. var glType = utils.convert( renderTarget.texture.type );
  13093. var glInternalFormat = getInternalFormat( glFormat, glType );
  13094. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13095. _gl.bindFramebuffer( 36160, framebuffer );
  13096. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13097. _gl.bindFramebuffer( 36160, null );
  13098. }
  13099. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13100. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13101. _gl.bindRenderbuffer( 36161, renderbuffer );
  13102. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13103. if ( isMultisample ) {
  13104. var samples = getRenderTargetSamples( renderTarget );
  13105. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13106. } else {
  13107. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13108. }
  13109. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13110. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13111. if ( isMultisample ) {
  13112. var samples = getRenderTargetSamples( renderTarget );
  13113. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13114. } else {
  13115. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13116. }
  13117. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13118. } else {
  13119. var glFormat = utils.convert( renderTarget.texture.format );
  13120. var glType = utils.convert( renderTarget.texture.type );
  13121. var glInternalFormat = getInternalFormat( glFormat, glType );
  13122. if ( isMultisample ) {
  13123. var samples = getRenderTargetSamples( renderTarget );
  13124. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13125. } else {
  13126. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13127. }
  13128. }
  13129. _gl.bindRenderbuffer( 36161, null );
  13130. }
  13131. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13132. function setupDepthTexture( framebuffer, renderTarget ) {
  13133. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13134. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13135. _gl.bindFramebuffer( 36160, framebuffer );
  13136. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13137. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13138. }
  13139. // upload an empty depth texture with framebuffer size
  13140. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13141. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13142. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13143. renderTarget.depthTexture.image.width = renderTarget.width;
  13144. renderTarget.depthTexture.image.height = renderTarget.height;
  13145. renderTarget.depthTexture.needsUpdate = true;
  13146. }
  13147. setTexture2D( renderTarget.depthTexture, 0 );
  13148. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13149. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13150. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13151. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13152. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13153. } else {
  13154. throw new Error( 'Unknown depthTexture format' );
  13155. }
  13156. }
  13157. // Setup GL resources for a non-texture depth buffer
  13158. function setupDepthRenderbuffer( renderTarget ) {
  13159. var renderTargetProperties = properties.get( renderTarget );
  13160. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13161. if ( renderTarget.depthTexture ) {
  13162. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13163. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13164. } else {
  13165. if ( isCube ) {
  13166. renderTargetProperties.__webglDepthbuffer = [];
  13167. for ( var i = 0; i < 6; i ++ ) {
  13168. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13169. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13170. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13171. }
  13172. } else {
  13173. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13174. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13175. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13176. }
  13177. }
  13178. _gl.bindFramebuffer( 36160, null );
  13179. }
  13180. // Set up GL resources for the render target
  13181. function setupRenderTarget( renderTarget ) {
  13182. var renderTargetProperties = properties.get( renderTarget );
  13183. var textureProperties = properties.get( renderTarget.texture );
  13184. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13185. textureProperties.__webglTexture = _gl.createTexture();
  13186. info.memory.textures ++;
  13187. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13188. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13189. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13190. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13191. // Setup framebuffer
  13192. if ( isCube ) {
  13193. renderTargetProperties.__webglFramebuffer = [];
  13194. for ( var i = 0; i < 6; i ++ ) {
  13195. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13196. }
  13197. } else {
  13198. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13199. if ( isMultisample ) {
  13200. if ( isWebGL2 ) {
  13201. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13202. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13203. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13204. var glFormat = utils.convert( renderTarget.texture.format );
  13205. var glType = utils.convert( renderTarget.texture.type );
  13206. var glInternalFormat = getInternalFormat( glFormat, glType );
  13207. var samples = getRenderTargetSamples( renderTarget );
  13208. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13209. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13210. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13211. _gl.bindRenderbuffer( 36161, null );
  13212. if ( renderTarget.depthBuffer ) {
  13213. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13214. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13215. }
  13216. _gl.bindFramebuffer( 36160, null );
  13217. } else {
  13218. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13219. }
  13220. } else if ( isMultiview ) {
  13221. var width = renderTarget.width;
  13222. var height = renderTarget.height;
  13223. var numViews = renderTarget.numViews;
  13224. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13225. var ext = extensions.get( 'OVR_multiview2' );
  13226. info.memory.textures += 2;
  13227. var colorTexture = _gl.createTexture();
  13228. _gl.bindTexture( 35866, colorTexture );
  13229. _gl.texParameteri( 35866, 10240, 9728 );
  13230. _gl.texParameteri( 35866, 10241, 9728 );
  13231. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13232. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13233. var depthStencilTexture = _gl.createTexture();
  13234. _gl.bindTexture( 35866, depthStencilTexture );
  13235. _gl.texParameteri( 35866, 10240, 9728 );
  13236. _gl.texParameteri( 35866, 10241, 9728 );
  13237. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13238. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13239. var viewFramebuffers = new Array( numViews );
  13240. for ( var i = 0; i < numViews; ++ i ) {
  13241. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13242. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13243. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13244. }
  13245. renderTargetProperties.__webglColorTexture = colorTexture;
  13246. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13247. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13248. _gl.bindFramebuffer( 36160, null );
  13249. _gl.bindTexture( 35866, null );
  13250. }
  13251. }
  13252. // Setup color buffer
  13253. if ( isCube ) {
  13254. state.bindTexture( 34067, textureProperties.__webglTexture );
  13255. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13256. for ( var i = 0; i < 6; i ++ ) {
  13257. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13258. }
  13259. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13260. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13261. }
  13262. state.bindTexture( 34067, null );
  13263. } else if ( ! isMultiview ) {
  13264. state.bindTexture( 3553, textureProperties.__webglTexture );
  13265. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13266. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13267. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13268. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13269. }
  13270. state.bindTexture( 3553, null );
  13271. }
  13272. // Setup depth and stencil buffers
  13273. if ( renderTarget.depthBuffer ) {
  13274. setupDepthRenderbuffer( renderTarget );
  13275. }
  13276. }
  13277. function updateRenderTargetMipmap( renderTarget ) {
  13278. var texture = renderTarget.texture;
  13279. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13280. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13281. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13282. var webglTexture = properties.get( texture ).__webglTexture;
  13283. state.bindTexture( target, webglTexture );
  13284. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13285. state.bindTexture( target, null );
  13286. }
  13287. }
  13288. function updateMultisampleRenderTarget( renderTarget ) {
  13289. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13290. if ( isWebGL2 ) {
  13291. var renderTargetProperties = properties.get( renderTarget );
  13292. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13293. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13294. var width = renderTarget.width;
  13295. var height = renderTarget.height;
  13296. var mask = 16384;
  13297. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13298. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13299. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13300. } else {
  13301. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13302. }
  13303. }
  13304. }
  13305. function getRenderTargetSamples( renderTarget ) {
  13306. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13307. Math.min( maxSamples, renderTarget.samples ) : 0;
  13308. }
  13309. function updateVideoTexture( texture ) {
  13310. var frame = info.render.frame;
  13311. // Check the last frame we updated the VideoTexture
  13312. if ( _videoTextures.get( texture ) !== frame ) {
  13313. _videoTextures.set( texture, frame );
  13314. texture.update();
  13315. }
  13316. }
  13317. // backwards compatibility
  13318. var warnedTexture2D = false;
  13319. var warnedTextureCube = false;
  13320. function safeSetTexture2D( texture, slot ) {
  13321. if ( texture && texture.isWebGLRenderTarget ) {
  13322. if ( warnedTexture2D === false ) {
  13323. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13324. warnedTexture2D = true;
  13325. }
  13326. texture = texture.texture;
  13327. }
  13328. setTexture2D( texture, slot );
  13329. }
  13330. function safeSetTextureCube( texture, slot ) {
  13331. if ( texture && texture.isWebGLRenderTargetCube ) {
  13332. if ( warnedTextureCube === false ) {
  13333. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13334. warnedTextureCube = true;
  13335. }
  13336. texture = texture.texture;
  13337. }
  13338. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13339. // TODO: unify these code paths
  13340. if ( ( texture && texture.isCubeTexture ) ||
  13341. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13342. // CompressedTexture can have Array in image :/
  13343. // this function alone should take care of cube textures
  13344. setTextureCube( texture, slot );
  13345. } else {
  13346. // assumed: texture property of THREE.WebGLRenderTargetCube
  13347. setTextureCubeDynamic( texture, slot );
  13348. }
  13349. }
  13350. //
  13351. this.allocateTextureUnit = allocateTextureUnit;
  13352. this.resetTextureUnits = resetTextureUnits;
  13353. this.setTexture2D = setTexture2D;
  13354. this.setTexture2DArray = setTexture2DArray;
  13355. this.setTexture3D = setTexture3D;
  13356. this.setTextureCube = setTextureCube;
  13357. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13358. this.setupRenderTarget = setupRenderTarget;
  13359. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13360. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13361. this.safeSetTexture2D = safeSetTexture2D;
  13362. this.safeSetTextureCube = safeSetTextureCube;
  13363. }
  13364. /**
  13365. * @author thespite / http://www.twitter.com/thespite
  13366. */
  13367. function WebGLUtils( gl, extensions, capabilities ) {
  13368. var isWebGL2 = capabilities.isWebGL2;
  13369. function convert( p ) {
  13370. var extension;
  13371. if ( p === UnsignedByteType ) { return 5121; }
  13372. if ( p === UnsignedShort4444Type ) { return 32819; }
  13373. if ( p === UnsignedShort5551Type ) { return 32820; }
  13374. if ( p === UnsignedShort565Type ) { return 33635; }
  13375. if ( p === ByteType ) { return 5120; }
  13376. if ( p === ShortType ) { return 5122; }
  13377. if ( p === UnsignedShortType ) { return 5123; }
  13378. if ( p === IntType ) { return 5124; }
  13379. if ( p === UnsignedIntType ) { return 5125; }
  13380. if ( p === FloatType ) { return 5126; }
  13381. if ( p === HalfFloatType ) {
  13382. if ( isWebGL2 ) { return 5131; }
  13383. extension = extensions.get( 'OES_texture_half_float' );
  13384. if ( extension !== null ) {
  13385. return extension.HALF_FLOAT_OES;
  13386. } else {
  13387. return null;
  13388. }
  13389. }
  13390. if ( p === AlphaFormat ) { return 6406; }
  13391. if ( p === RGBFormat ) { return 6407; }
  13392. if ( p === RGBAFormat ) { return 6408; }
  13393. if ( p === LuminanceFormat ) { return 6409; }
  13394. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13395. if ( p === DepthFormat ) { return 6402; }
  13396. if ( p === DepthStencilFormat ) { return 34041; }
  13397. if ( p === RedFormat ) { return 6403; }
  13398. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13399. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13400. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13401. if ( extension !== null ) {
  13402. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13403. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13404. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13405. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13406. } else {
  13407. return null;
  13408. }
  13409. }
  13410. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13411. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13412. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13413. if ( extension !== null ) {
  13414. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13415. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13416. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13417. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13418. } else {
  13419. return null;
  13420. }
  13421. }
  13422. if ( p === RGB_ETC1_Format ) {
  13423. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13424. if ( extension !== null ) {
  13425. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13426. } else {
  13427. return null;
  13428. }
  13429. }
  13430. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13431. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13432. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13433. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13434. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13435. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13436. if ( extension !== null ) {
  13437. // TODO Complete?
  13438. return p;
  13439. } else {
  13440. return null;
  13441. }
  13442. }
  13443. if ( p === UnsignedInt248Type ) {
  13444. if ( isWebGL2 ) { return 34042; }
  13445. extension = extensions.get( 'WEBGL_depth_texture' );
  13446. if ( extension !== null ) {
  13447. return extension.UNSIGNED_INT_24_8_WEBGL;
  13448. } else {
  13449. return null;
  13450. }
  13451. }
  13452. }
  13453. return { convert: convert };
  13454. }
  13455. /**
  13456. * @author fernandojsg / http://fernandojsg.com
  13457. * @author Takahiro https://github.com/takahirox
  13458. */
  13459. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13460. WebGLRenderTarget.call( this, width, height, options );
  13461. this.depthBuffer = false;
  13462. this.stencilBuffer = false;
  13463. this.numViews = numViews;
  13464. }
  13465. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13466. constructor: WebGLMultiviewRenderTarget,
  13467. isWebGLMultiviewRenderTarget: true,
  13468. copy: function ( source ) {
  13469. WebGLRenderTarget.prototype.copy.call( this, source );
  13470. this.numViews = source.numViews;
  13471. return this;
  13472. },
  13473. setNumViews: function ( numViews ) {
  13474. if ( this.numViews !== numViews ) {
  13475. this.numViews = numViews;
  13476. this.dispose();
  13477. }
  13478. return this;
  13479. }
  13480. } );
  13481. /**
  13482. * @author fernandojsg / http://fernandojsg.com
  13483. * @author Takahiro https://github.com/takahirox
  13484. */
  13485. function WebGLMultiview( renderer, gl ) {
  13486. var DEFAULT_NUMVIEWS = 2;
  13487. var extensions = renderer.extensions;
  13488. var properties = renderer.properties;
  13489. var renderTarget, currentRenderTarget;
  13490. var mat3, mat4, cameraArray, renderSize;
  13491. var available;
  13492. var maxNumViews = 0;
  13493. //
  13494. function isAvailable() {
  13495. if ( available === undefined ) {
  13496. var extension = extensions.get( 'OVR_multiview2' );
  13497. available = extension !== null && gl.getContextAttributes().antialias === false;
  13498. if ( available ) {
  13499. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13500. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13501. renderSize = new Vector2();
  13502. mat4 = [];
  13503. mat3 = [];
  13504. cameraArray = [];
  13505. for ( var i = 0; i < maxNumViews; i ++ ) {
  13506. mat4[ i ] = new Matrix4();
  13507. mat3[ i ] = new Matrix3();
  13508. }
  13509. }
  13510. }
  13511. return available;
  13512. }
  13513. function getCameraArray( camera ) {
  13514. if ( camera.isArrayCamera ) { return camera.cameras; }
  13515. cameraArray[ 0 ] = camera;
  13516. return cameraArray;
  13517. }
  13518. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13519. var cameras = getCameraArray( camera );
  13520. for ( var i = 0; i < cameras.length; i ++ ) {
  13521. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13522. }
  13523. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13524. }
  13525. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13526. var cameras = getCameraArray( camera );
  13527. for ( var i = 0; i < cameras.length; i ++ ) {
  13528. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13529. }
  13530. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13531. }
  13532. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13533. var cameras = getCameraArray( camera );
  13534. for ( var i = 0; i < cameras.length; i ++ ) {
  13535. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13536. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13537. }
  13538. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13539. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13540. }
  13541. function isMultiviewCompatible( camera ) {
  13542. if ( camera.isArrayCamera === undefined ) { return true; }
  13543. var cameras = camera.cameras;
  13544. if ( cameras.length > maxNumViews ) { return false; }
  13545. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13546. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13547. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13548. }
  13549. return true;
  13550. }
  13551. function resizeRenderTarget( camera ) {
  13552. if ( currentRenderTarget ) {
  13553. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13554. } else {
  13555. renderer.getDrawingBufferSize( renderSize );
  13556. }
  13557. if ( camera.isArrayCamera ) {
  13558. var viewport = camera.cameras[ 0 ].viewport;
  13559. renderTarget.setSize( viewport.z, viewport.w );
  13560. renderTarget.setNumViews( camera.cameras.length );
  13561. } else {
  13562. renderTarget.setSize( renderSize.x, renderSize.y );
  13563. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13564. }
  13565. }
  13566. function attachCamera( camera ) {
  13567. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13568. currentRenderTarget = renderer.getRenderTarget();
  13569. resizeRenderTarget( camera );
  13570. renderer.setRenderTarget( renderTarget );
  13571. }
  13572. function detachCamera( camera ) {
  13573. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13574. renderer.setRenderTarget( currentRenderTarget );
  13575. flush( camera );
  13576. }
  13577. function flush( camera ) {
  13578. var srcRenderTarget = renderTarget;
  13579. var numViews = srcRenderTarget.numViews;
  13580. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13581. var viewWidth = srcRenderTarget.width;
  13582. var viewHeight = srcRenderTarget.height;
  13583. if ( camera.isArrayCamera ) {
  13584. for ( var i = 0; i < numViews; i ++ ) {
  13585. var viewport = camera.cameras[ i ].viewport;
  13586. var x1 = viewport.x;
  13587. var y1 = viewport.y;
  13588. var x2 = x1 + viewport.z;
  13589. var y2 = y1 + viewport.w;
  13590. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13591. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13592. }
  13593. } else {
  13594. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13595. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13596. }
  13597. }
  13598. this.isAvailable = isAvailable;
  13599. this.attachCamera = attachCamera;
  13600. this.detachCamera = detachCamera;
  13601. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13602. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13603. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13604. }
  13605. /**
  13606. * @author mrdoob / http://mrdoob.com/
  13607. */
  13608. function Group() {
  13609. Object3D.call( this );
  13610. this.type = 'Group';
  13611. }
  13612. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13613. constructor: Group,
  13614. isGroup: true
  13615. } );
  13616. /**
  13617. * @author mrdoob / http://mrdoob.com/
  13618. */
  13619. function ArrayCamera( array ) {
  13620. PerspectiveCamera.call( this );
  13621. this.cameras = array || [];
  13622. }
  13623. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13624. constructor: ArrayCamera,
  13625. isArrayCamera: true
  13626. } );
  13627. /**
  13628. * @author jsantell / https://www.jsantell.com/
  13629. * @author mrdoob / http://mrdoob.com/
  13630. */
  13631. var cameraLPos = new Vector3();
  13632. var cameraRPos = new Vector3();
  13633. /**
  13634. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13635. * the cameras' projection and world matrices have already been set.
  13636. * And that near and far planes are identical for both cameras.
  13637. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13638. */
  13639. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13640. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13641. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13642. var ipd = cameraLPos.distanceTo( cameraRPos );
  13643. var projL = cameraL.projectionMatrix.elements;
  13644. var projR = cameraR.projectionMatrix.elements;
  13645. // VR systems will have identical far and near planes, and
  13646. // most likely identical top and bottom frustum extents.
  13647. // Use the left camera for these values.
  13648. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13649. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13650. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13651. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13652. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13653. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13654. var left = near * leftFov;
  13655. var right = near * rightFov;
  13656. // Calculate the new camera's position offset from the
  13657. // left camera. xOffset should be roughly half `ipd`.
  13658. var zOffset = ipd / ( - leftFov + rightFov );
  13659. var xOffset = zOffset * - leftFov;
  13660. // TODO: Better way to apply this offset?
  13661. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13662. camera.translateX( xOffset );
  13663. camera.translateZ( zOffset );
  13664. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13665. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13666. // Find the union of the frustum values of the cameras and scale
  13667. // the values so that the near plane's position does not change in world space,
  13668. // although must now be relative to the new union camera.
  13669. var near2 = near + zOffset;
  13670. var far2 = far + zOffset;
  13671. var left2 = left - xOffset;
  13672. var right2 = right + ( ipd - xOffset );
  13673. var top2 = topFov * far / far2 * near2;
  13674. var bottom2 = bottomFov * far / far2 * near2;
  13675. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13676. }
  13677. /**
  13678. * @author mrdoob / http://mrdoob.com/
  13679. */
  13680. function WebVRManager( renderer ) {
  13681. var renderWidth, renderHeight;
  13682. var scope = this;
  13683. var device = null;
  13684. var frameData = null;
  13685. var controllers = [];
  13686. var standingMatrix = new Matrix4();
  13687. var standingMatrixInverse = new Matrix4();
  13688. var framebufferScaleFactor = 1.0;
  13689. var referenceSpaceType = 'local-floor';
  13690. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13691. frameData = new window.VRFrameData();
  13692. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13693. }
  13694. var matrixWorldInverse = new Matrix4();
  13695. var tempQuaternion = new Quaternion();
  13696. var tempPosition = new Vector3();
  13697. var tempCamera = new PerspectiveCamera();
  13698. var cameraL = new PerspectiveCamera();
  13699. cameraL.viewport = new Vector4();
  13700. cameraL.layers.enable( 1 );
  13701. var cameraR = new PerspectiveCamera();
  13702. cameraR.viewport = new Vector4();
  13703. cameraR.layers.enable( 2 );
  13704. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13705. cameraVR.layers.enable( 1 );
  13706. cameraVR.layers.enable( 2 );
  13707. //
  13708. function isPresenting() {
  13709. return device !== null && device.isPresenting === true;
  13710. }
  13711. var currentSize = new Vector2(), currentPixelRatio;
  13712. function onVRDisplayPresentChange() {
  13713. if ( isPresenting() ) {
  13714. var eyeParameters = device.getEyeParameters( 'left' );
  13715. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13716. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13717. currentPixelRatio = renderer.getPixelRatio();
  13718. renderer.getSize( currentSize );
  13719. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13720. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13721. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13722. animation.start();
  13723. scope.dispatchEvent( { type: 'sessionstart' } );
  13724. } else {
  13725. if ( scope.enabled ) {
  13726. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13727. }
  13728. animation.stop();
  13729. scope.dispatchEvent( { type: 'sessionend' } );
  13730. }
  13731. }
  13732. //
  13733. var triggers = [];
  13734. var grips = [];
  13735. function findGamepad( id ) {
  13736. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13737. for ( var i = 0, l = gamepads.length; i < l; i ++ ) {
  13738. var gamepad = gamepads[ i ];
  13739. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13740. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13741. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13742. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13743. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13744. var hand = gamepad.hand;
  13745. if ( id === 0 && ( hand === '' || hand === 'right' ) ) { return gamepad; }
  13746. if ( id === 1 && ( hand === 'left' ) ) { return gamepad; }
  13747. }
  13748. }
  13749. }
  13750. function updateControllers() {
  13751. for ( var i = 0; i < controllers.length; i ++ ) {
  13752. var controller = controllers[ i ];
  13753. var gamepad = findGamepad( i );
  13754. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13755. if ( gamepad.pose === null ) { return; }
  13756. // Pose
  13757. var pose = gamepad.pose;
  13758. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13759. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13760. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13761. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13762. controller.matrix.premultiply( standingMatrix );
  13763. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13764. controller.matrixWorldNeedsUpdate = true;
  13765. controller.visible = true;
  13766. // Trigger
  13767. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13768. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13769. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13770. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13771. if ( triggers[ i ] === true ) {
  13772. controller.dispatchEvent( { type: 'selectstart' } );
  13773. } else {
  13774. controller.dispatchEvent( { type: 'selectend' } );
  13775. controller.dispatchEvent( { type: 'select' } );
  13776. }
  13777. }
  13778. // Grip
  13779. buttonId = 2;
  13780. if ( grips[ i ] === undefined ) { grips[ i ] = false; }
  13781. // Skip if the grip button doesn't exist on this controller
  13782. if ( gamepad.buttons[ buttonId ] !== undefined ) {
  13783. if ( grips[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13784. grips[ i ] = gamepad.buttons[ buttonId ].pressed;
  13785. if ( grips[ i ] === true ) {
  13786. controller.dispatchEvent( { type: 'squeezestart' } );
  13787. } else {
  13788. controller.dispatchEvent( { type: 'squeezeend' } );
  13789. controller.dispatchEvent( { type: 'squeeze' } );
  13790. }
  13791. }
  13792. }
  13793. } else {
  13794. controller.visible = false;
  13795. }
  13796. }
  13797. }
  13798. function updateViewportFromBounds( viewport, bounds ) {
  13799. if ( bounds !== null && bounds.length === 4 ) {
  13800. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13801. }
  13802. }
  13803. //
  13804. this.enabled = false;
  13805. this.getController = function ( id ) {
  13806. var controller = controllers[ id ];
  13807. if ( controller === undefined ) {
  13808. controller = new Group();
  13809. controller.matrixAutoUpdate = false;
  13810. controller.visible = false;
  13811. controllers[ id ] = controller;
  13812. }
  13813. return controller;
  13814. };
  13815. this.getDevice = function () {
  13816. return device;
  13817. };
  13818. this.setDevice = function ( value ) {
  13819. if ( value !== undefined ) { device = value; }
  13820. animation.setContext( value );
  13821. };
  13822. this.setFramebufferScaleFactor = function ( value ) {
  13823. framebufferScaleFactor = value;
  13824. };
  13825. this.setReferenceSpaceType = function ( value ) {
  13826. referenceSpaceType = value;
  13827. };
  13828. this.getCamera = function ( camera ) {
  13829. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13830. device.depthNear = camera.near;
  13831. device.depthFar = camera.far;
  13832. device.getFrameData( frameData );
  13833. //
  13834. if ( referenceSpaceType === 'local-floor' ) {
  13835. var stageParameters = device.stageParameters;
  13836. if ( stageParameters ) {
  13837. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13838. } else {
  13839. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13840. }
  13841. }
  13842. var pose = frameData.pose;
  13843. tempCamera.matrix.copy( standingMatrix );
  13844. tempCamera.matrix.decompose( tempCamera.position, tempCamera.quaternion, tempCamera.scale );
  13845. if ( pose.orientation !== null ) {
  13846. tempQuaternion.fromArray( pose.orientation );
  13847. tempCamera.quaternion.multiply( tempQuaternion );
  13848. }
  13849. if ( pose.position !== null ) {
  13850. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13851. tempPosition.fromArray( pose.position );
  13852. tempPosition.applyQuaternion( tempQuaternion );
  13853. tempCamera.position.add( tempPosition );
  13854. }
  13855. tempCamera.updateMatrixWorld();
  13856. //
  13857. camera.matrixWorld.copy( tempCamera.matrixWorld );
  13858. var children = camera.children;
  13859. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13860. children[ i ].updateMatrixWorld( true );
  13861. }
  13862. //
  13863. cameraL.near = camera.near;
  13864. cameraR.near = camera.near;
  13865. cameraL.far = camera.far;
  13866. cameraR.far = camera.far;
  13867. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13868. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13869. // TODO (mrdoob) Double check this code
  13870. standingMatrixInverse.getInverse( standingMatrix );
  13871. if ( referenceSpaceType === 'local-floor' ) {
  13872. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13873. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13874. }
  13875. var parent = camera.parent;
  13876. if ( parent !== null ) {
  13877. matrixWorldInverse.getInverse( parent.matrixWorld );
  13878. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13879. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13880. }
  13881. // envMap and Mirror needs camera.matrixWorld
  13882. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13883. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13884. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13885. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13886. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13887. //
  13888. var layers = device.getLayers();
  13889. if ( layers.length ) {
  13890. var layer = layers[ 0 ];
  13891. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13892. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13893. }
  13894. updateControllers();
  13895. return cameraVR;
  13896. };
  13897. this.getStandingMatrix = function () {
  13898. return standingMatrix;
  13899. };
  13900. this.isPresenting = isPresenting;
  13901. // Animation Loop
  13902. var animation = new WebGLAnimation();
  13903. this.setAnimationLoop = function ( callback ) {
  13904. animation.setAnimationLoop( callback );
  13905. if ( isPresenting() ) { animation.start(); }
  13906. };
  13907. this.submitFrame = function () {
  13908. if ( isPresenting() ) { device.submitFrame(); }
  13909. };
  13910. this.dispose = function () {
  13911. if ( typeof window !== 'undefined' ) {
  13912. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13913. }
  13914. };
  13915. // DEPRECATED
  13916. this.setFrameOfReferenceType = function () {
  13917. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13918. };
  13919. }
  13920. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13921. /**
  13922. * @author mrdoob / http://mrdoob.com/
  13923. */
  13924. function WebXRManager( renderer, gl ) {
  13925. var scope = this;
  13926. var session = null;
  13927. // var framebufferScaleFactor = 1.0;
  13928. var referenceSpace = null;
  13929. var referenceSpaceType = 'local-floor';
  13930. var pose = null;
  13931. var controllers = [];
  13932. var sortedInputSources = [];
  13933. function isPresenting() {
  13934. return session !== null && referenceSpace !== null;
  13935. }
  13936. //
  13937. var cameraL = new PerspectiveCamera();
  13938. cameraL.layers.enable( 1 );
  13939. cameraL.viewport = new Vector4();
  13940. var cameraR = new PerspectiveCamera();
  13941. cameraR.layers.enable( 2 );
  13942. cameraR.viewport = new Vector4();
  13943. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13944. cameraVR.layers.enable( 1 );
  13945. cameraVR.layers.enable( 2 );
  13946. //
  13947. this.enabled = false;
  13948. this.getController = function ( id ) {
  13949. var controller = controllers[ id ];
  13950. if ( controller === undefined ) {
  13951. controller = new Group();
  13952. controller.matrixAutoUpdate = false;
  13953. controller.visible = false;
  13954. controllers[ id ] = controller;
  13955. }
  13956. return controller;
  13957. };
  13958. //
  13959. function onSessionEvent( event ) {
  13960. for ( var i = 0; i < controllers.length; i ++ ) {
  13961. if ( sortedInputSources[ i ] === event.inputSource ) {
  13962. controllers[ i ].dispatchEvent( { type: event.type } );
  13963. }
  13964. }
  13965. }
  13966. function onSessionEnd() {
  13967. renderer.setFramebuffer( null );
  13968. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13969. animation.stop();
  13970. scope.dispatchEvent( { type: 'sessionend' } );
  13971. }
  13972. function onRequestReferenceSpace( value ) {
  13973. referenceSpace = value;
  13974. animation.setContext( session );
  13975. animation.start();
  13976. scope.dispatchEvent( { type: 'sessionstart' } );
  13977. }
  13978. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13979. // framebufferScaleFactor = value;
  13980. };
  13981. this.setReferenceSpaceType = function ( value ) {
  13982. referenceSpaceType = value;
  13983. };
  13984. this.getSession = function () {
  13985. return session;
  13986. };
  13987. this.setSession = function ( value ) {
  13988. session = value;
  13989. if ( session !== null ) {
  13990. session.addEventListener( 'select', onSessionEvent );
  13991. session.addEventListener( 'selectstart', onSessionEvent );
  13992. session.addEventListener( 'selectend', onSessionEvent );
  13993. session.addEventListener( 'squeeze', onSessionEvent );
  13994. session.addEventListener( 'squeezestart', onSessionEvent );
  13995. session.addEventListener( 'squeezeend', onSessionEvent );
  13996. session.addEventListener( 'end', onSessionEnd );
  13997. // eslint-disable-next-line no-undef
  13998. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13999. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14000. //
  14001. session.addEventListener( 'inputsourceschange', updateInputSources );
  14002. updateInputSources();
  14003. }
  14004. };
  14005. function updateInputSources() {
  14006. for ( var i = 0; i < controllers.length; i ++ ) {
  14007. sortedInputSources[ i ] = findInputSource( i );
  14008. }
  14009. }
  14010. function findInputSource( id ) {
  14011. var inputSources = session.inputSources;
  14012. for ( var i = 0; i < inputSources.length; i ++ ) {
  14013. var inputSource = inputSources[ i ];
  14014. var handedness = inputSource.handedness;
  14015. if ( id === 0 && ( handedness === 'none' || handedness === 'right' ) ) { return inputSource; }
  14016. if ( id === 1 && ( handedness === 'left' ) ) { return inputSource; }
  14017. }
  14018. }
  14019. //
  14020. function updateCamera( camera, parent ) {
  14021. if ( parent === null ) {
  14022. camera.matrixWorld.copy( camera.matrix );
  14023. } else {
  14024. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14025. }
  14026. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14027. }
  14028. this.getCamera = function ( camera ) {
  14029. var parent = camera.parent;
  14030. var cameras = cameraVR.cameras;
  14031. updateCamera( cameraVR, parent );
  14032. for ( var i = 0; i < cameras.length; i ++ ) {
  14033. updateCamera( cameras[ i ], parent );
  14034. }
  14035. // update camera and its children
  14036. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14037. var children = camera.children;
  14038. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14039. children[ i ].updateMatrixWorld( true );
  14040. }
  14041. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14042. return cameraVR;
  14043. };
  14044. this.isPresenting = isPresenting;
  14045. // Animation Loop
  14046. var onAnimationFrameCallback = null;
  14047. function onAnimationFrame( time, frame ) {
  14048. pose = frame.getViewerPose( referenceSpace );
  14049. if ( pose !== null ) {
  14050. var views = pose.views;
  14051. var baseLayer = session.renderState.baseLayer;
  14052. renderer.setFramebuffer( baseLayer.framebuffer );
  14053. for ( var i = 0; i < views.length; i ++ ) {
  14054. var view = views[ i ];
  14055. var viewport = baseLayer.getViewport( view );
  14056. var viewMatrix = view.transform.inverse.matrix;
  14057. var camera = cameraVR.cameras[ i ];
  14058. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  14059. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14060. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14061. if ( i === 0 ) {
  14062. cameraVR.matrix.copy( camera.matrix );
  14063. }
  14064. }
  14065. }
  14066. //
  14067. for ( var i = 0; i < controllers.length; i ++ ) {
  14068. var controller = controllers[ i ];
  14069. var inputSource = sortedInputSources[ i ];
  14070. if ( inputSource ) {
  14071. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14072. if ( inputPose !== null ) {
  14073. controller.matrix.fromArray( inputPose.transform.matrix );
  14074. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  14075. controller.visible = true;
  14076. continue;
  14077. }
  14078. }
  14079. controller.visible = false;
  14080. }
  14081. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14082. }
  14083. var animation = new WebGLAnimation();
  14084. animation.setAnimationLoop( onAnimationFrame );
  14085. this.setAnimationLoop = function ( callback ) {
  14086. onAnimationFrameCallback = callback;
  14087. };
  14088. this.dispose = function () {};
  14089. // DEPRECATED
  14090. this.getStandingMatrix = function () {
  14091. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  14092. return new Matrix4();
  14093. };
  14094. this.getDevice = function () {
  14095. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  14096. };
  14097. this.setDevice = function () {
  14098. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  14099. };
  14100. this.setFrameOfReferenceType = function () {
  14101. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  14102. };
  14103. this.submitFrame = function () {};
  14104. }
  14105. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14106. /**
  14107. * @author supereggbert / http://www.paulbrunt.co.uk/
  14108. * @author mrdoob / http://mrdoob.com/
  14109. * @author alteredq / http://alteredqualia.com/
  14110. * @author szimek / https://github.com/szimek/
  14111. * @author tschw
  14112. */
  14113. function WebGLRenderer( parameters ) {
  14114. parameters = parameters || {};
  14115. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14116. _context = parameters.context !== undefined ? parameters.context : null,
  14117. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14118. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14119. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14120. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14121. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14122. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14123. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14124. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14125. var currentRenderList = null;
  14126. var currentRenderState = null;
  14127. // public properties
  14128. this.domElement = _canvas;
  14129. // Debug configuration container
  14130. this.debug = {
  14131. /**
  14132. * Enables error checking and reporting when shader programs are being compiled
  14133. * @type {boolean}
  14134. */
  14135. checkShaderErrors: true
  14136. };
  14137. // clearing
  14138. this.autoClear = true;
  14139. this.autoClearColor = true;
  14140. this.autoClearDepth = true;
  14141. this.autoClearStencil = true;
  14142. // scene graph
  14143. this.sortObjects = true;
  14144. // user-defined clipping
  14145. this.clippingPlanes = [];
  14146. this.localClippingEnabled = false;
  14147. // physically based shading
  14148. this.gammaFactor = 2.0; // for backwards compatibility
  14149. this.gammaInput = false;
  14150. this.gammaOutput = false;
  14151. // physical lights
  14152. this.physicallyCorrectLights = false;
  14153. // tone mapping
  14154. this.toneMapping = LinearToneMapping;
  14155. this.toneMappingExposure = 1.0;
  14156. this.toneMappingWhitePoint = 1.0;
  14157. // morphs
  14158. this.maxMorphTargets = 8;
  14159. this.maxMorphNormals = 4;
  14160. // internal properties
  14161. var _this = this,
  14162. _isContextLost = false,
  14163. // internal state cache
  14164. _framebuffer = null,
  14165. _currentActiveCubeFace = 0,
  14166. _currentActiveMipmapLevel = 0,
  14167. _currentRenderTarget = null,
  14168. _currentFramebuffer = null,
  14169. _currentMaterialId = - 1,
  14170. // geometry and program caching
  14171. _currentGeometryProgram = {
  14172. geometry: null,
  14173. program: null,
  14174. wireframe: false
  14175. },
  14176. _currentCamera = null,
  14177. _currentArrayCamera = null,
  14178. _currentViewport = new Vector4(),
  14179. _currentScissor = new Vector4(),
  14180. _currentScissorTest = null,
  14181. //
  14182. _width = _canvas.width,
  14183. _height = _canvas.height,
  14184. _pixelRatio = 1,
  14185. _viewport = new Vector4( 0, 0, _width, _height ),
  14186. _scissor = new Vector4( 0, 0, _width, _height ),
  14187. _scissorTest = false,
  14188. // frustum
  14189. _frustum = new Frustum(),
  14190. // clipping
  14191. _clipping = new WebGLClipping(),
  14192. _clippingEnabled = false,
  14193. _localClippingEnabled = false,
  14194. // camera matrices cache
  14195. _projScreenMatrix = new Matrix4(),
  14196. _vector3 = new Vector3();
  14197. function getTargetPixelRatio() {
  14198. return _currentRenderTarget === null ? _pixelRatio : 1;
  14199. }
  14200. // initialize
  14201. var _gl;
  14202. try {
  14203. var contextAttributes = {
  14204. alpha: _alpha,
  14205. depth: _depth,
  14206. stencil: _stencil,
  14207. antialias: _antialias,
  14208. premultipliedAlpha: _premultipliedAlpha,
  14209. preserveDrawingBuffer: _preserveDrawingBuffer,
  14210. powerPreference: _powerPreference,
  14211. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14212. xrCompatible: true
  14213. };
  14214. // event listeners must be registered before WebGL context is created, see #12753
  14215. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14216. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14217. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14218. if ( _gl === null ) {
  14219. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14220. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14221. } else {
  14222. throw new Error( 'Error creating WebGL context.' );
  14223. }
  14224. }
  14225. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14226. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14227. _gl.getShaderPrecisionFormat = function () {
  14228. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14229. };
  14230. }
  14231. } catch ( error ) {
  14232. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14233. throw error;
  14234. }
  14235. var extensions, capabilities, state, info;
  14236. var properties, textures, attributes, geometries, objects;
  14237. var programCache, renderLists, renderStates;
  14238. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14239. var utils;
  14240. function initGLContext() {
  14241. extensions = new WebGLExtensions( _gl );
  14242. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14243. if ( capabilities.isWebGL2 === false ) {
  14244. extensions.get( 'WEBGL_depth_texture' );
  14245. extensions.get( 'OES_texture_float' );
  14246. extensions.get( 'OES_texture_half_float' );
  14247. extensions.get( 'OES_texture_half_float_linear' );
  14248. extensions.get( 'OES_standard_derivatives' );
  14249. extensions.get( 'OES_element_index_uint' );
  14250. extensions.get( 'ANGLE_instanced_arrays' );
  14251. }
  14252. extensions.get( 'OES_texture_float_linear' );
  14253. utils = new WebGLUtils( _gl, extensions, capabilities );
  14254. state = new WebGLState( _gl, extensions, capabilities );
  14255. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14256. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14257. info = new WebGLInfo( _gl );
  14258. properties = new WebGLProperties();
  14259. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14260. attributes = new WebGLAttributes( _gl );
  14261. geometries = new WebGLGeometries( _gl, attributes, info );
  14262. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14263. morphtargets = new WebGLMorphtargets( _gl );
  14264. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14265. renderLists = new WebGLRenderLists();
  14266. renderStates = new WebGLRenderStates();
  14267. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14268. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14269. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14270. info.programs = programCache.programs;
  14271. _this.capabilities = capabilities;
  14272. _this.extensions = extensions;
  14273. _this.properties = properties;
  14274. _this.renderLists = renderLists;
  14275. _this.state = state;
  14276. _this.info = info;
  14277. }
  14278. initGLContext();
  14279. // vr
  14280. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14281. this.vr = vr;
  14282. // Multiview
  14283. var multiview = new WebGLMultiview( _this, _gl );
  14284. // shadow map
  14285. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14286. this.shadowMap = shadowMap;
  14287. // API
  14288. this.getContext = function () {
  14289. return _gl;
  14290. };
  14291. this.getContextAttributes = function () {
  14292. return _gl.getContextAttributes();
  14293. };
  14294. this.forceContextLoss = function () {
  14295. var extension = extensions.get( 'WEBGL_lose_context' );
  14296. if ( extension ) { extension.loseContext(); }
  14297. };
  14298. this.forceContextRestore = function () {
  14299. var extension = extensions.get( 'WEBGL_lose_context' );
  14300. if ( extension ) { extension.restoreContext(); }
  14301. };
  14302. this.getPixelRatio = function () {
  14303. return _pixelRatio;
  14304. };
  14305. this.setPixelRatio = function ( value ) {
  14306. if ( value === undefined ) { return; }
  14307. _pixelRatio = value;
  14308. this.setSize( _width, _height, false );
  14309. };
  14310. this.getSize = function ( target ) {
  14311. if ( target === undefined ) {
  14312. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14313. target = new Vector2();
  14314. }
  14315. return target.set( _width, _height );
  14316. };
  14317. this.setSize = function ( width, height, updateStyle ) {
  14318. if ( vr.isPresenting() ) {
  14319. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14320. return;
  14321. }
  14322. _width = width;
  14323. _height = height;
  14324. _canvas.width = Math.floor( width * _pixelRatio );
  14325. _canvas.height = Math.floor( height * _pixelRatio );
  14326. if ( updateStyle !== false ) {
  14327. _canvas.style.width = width + 'px';
  14328. _canvas.style.height = height + 'px';
  14329. }
  14330. this.setViewport( 0, 0, width, height );
  14331. };
  14332. this.getDrawingBufferSize = function ( target ) {
  14333. if ( target === undefined ) {
  14334. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14335. target = new Vector2();
  14336. }
  14337. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14338. };
  14339. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14340. _width = width;
  14341. _height = height;
  14342. _pixelRatio = pixelRatio;
  14343. _canvas.width = Math.floor( width * pixelRatio );
  14344. _canvas.height = Math.floor( height * pixelRatio );
  14345. this.setViewport( 0, 0, width, height );
  14346. };
  14347. this.getCurrentViewport = function ( target ) {
  14348. if ( target === undefined ) {
  14349. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14350. target = new Vector4();
  14351. }
  14352. return target.copy( _currentViewport );
  14353. };
  14354. this.getViewport = function ( target ) {
  14355. return target.copy( _viewport );
  14356. };
  14357. this.setViewport = function ( x, y, width, height ) {
  14358. if ( x.isVector4 ) {
  14359. _viewport.set( x.x, x.y, x.z, x.w );
  14360. } else {
  14361. _viewport.set( x, y, width, height );
  14362. }
  14363. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14364. };
  14365. this.getScissor = function ( target ) {
  14366. return target.copy( _scissor );
  14367. };
  14368. this.setScissor = function ( x, y, width, height ) {
  14369. if ( x.isVector4 ) {
  14370. _scissor.set( x.x, x.y, x.z, x.w );
  14371. } else {
  14372. _scissor.set( x, y, width, height );
  14373. }
  14374. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14375. };
  14376. this.getScissorTest = function () {
  14377. return _scissorTest;
  14378. };
  14379. this.setScissorTest = function ( boolean ) {
  14380. state.setScissorTest( _scissorTest = boolean );
  14381. };
  14382. // Clearing
  14383. this.getClearColor = function () {
  14384. return background.getClearColor();
  14385. };
  14386. this.setClearColor = function () {
  14387. background.setClearColor.apply( background, arguments );
  14388. };
  14389. this.getClearAlpha = function () {
  14390. return background.getClearAlpha();
  14391. };
  14392. this.setClearAlpha = function () {
  14393. background.setClearAlpha.apply( background, arguments );
  14394. };
  14395. this.clear = function ( color, depth, stencil ) {
  14396. var bits = 0;
  14397. if ( color === undefined || color ) { bits |= 16384; }
  14398. if ( depth === undefined || depth ) { bits |= 256; }
  14399. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14400. _gl.clear( bits );
  14401. };
  14402. this.clearColor = function () {
  14403. this.clear( true, false, false );
  14404. };
  14405. this.clearDepth = function () {
  14406. this.clear( false, true, false );
  14407. };
  14408. this.clearStencil = function () {
  14409. this.clear( false, false, true );
  14410. };
  14411. //
  14412. this.dispose = function () {
  14413. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14414. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14415. renderLists.dispose();
  14416. renderStates.dispose();
  14417. properties.dispose();
  14418. objects.dispose();
  14419. vr.dispose();
  14420. animation.stop();
  14421. };
  14422. // Events
  14423. function onContextLost( event ) {
  14424. event.preventDefault();
  14425. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14426. _isContextLost = true;
  14427. }
  14428. function onContextRestore( /* event */ ) {
  14429. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14430. _isContextLost = false;
  14431. initGLContext();
  14432. }
  14433. function onMaterialDispose( event ) {
  14434. var material = event.target;
  14435. material.removeEventListener( 'dispose', onMaterialDispose );
  14436. deallocateMaterial( material );
  14437. }
  14438. // Buffer deallocation
  14439. function deallocateMaterial( material ) {
  14440. releaseMaterialProgramReference( material );
  14441. properties.remove( material );
  14442. }
  14443. function releaseMaterialProgramReference( material ) {
  14444. var programInfo = properties.get( material ).program;
  14445. material.program = undefined;
  14446. if ( programInfo !== undefined ) {
  14447. programCache.releaseProgram( programInfo );
  14448. }
  14449. }
  14450. // Buffer rendering
  14451. function renderObjectImmediate( object, program ) {
  14452. object.render( function ( object ) {
  14453. _this.renderBufferImmediate( object, program );
  14454. } );
  14455. }
  14456. this.renderBufferImmediate = function ( object, program ) {
  14457. state.initAttributes();
  14458. var buffers = properties.get( object );
  14459. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14460. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14461. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14462. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14463. var programAttributes = program.getAttributes();
  14464. if ( object.hasPositions ) {
  14465. _gl.bindBuffer( 34962, buffers.position );
  14466. _gl.bufferData( 34962, object.positionArray, 35048 );
  14467. state.enableAttribute( programAttributes.position );
  14468. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14469. }
  14470. if ( object.hasNormals ) {
  14471. _gl.bindBuffer( 34962, buffers.normal );
  14472. _gl.bufferData( 34962, object.normalArray, 35048 );
  14473. state.enableAttribute( programAttributes.normal );
  14474. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14475. }
  14476. if ( object.hasUvs ) {
  14477. _gl.bindBuffer( 34962, buffers.uv );
  14478. _gl.bufferData( 34962, object.uvArray, 35048 );
  14479. state.enableAttribute( programAttributes.uv );
  14480. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14481. }
  14482. if ( object.hasColors ) {
  14483. _gl.bindBuffer( 34962, buffers.color );
  14484. _gl.bufferData( 34962, object.colorArray, 35048 );
  14485. state.enableAttribute( programAttributes.color );
  14486. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14487. }
  14488. state.disableUnusedAttributes();
  14489. _gl.drawArrays( 4, 0, object.count );
  14490. object.count = 0;
  14491. };
  14492. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14493. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14494. state.setMaterial( material, frontFaceCW );
  14495. var program = setProgram( camera, fog, material, object );
  14496. var updateBuffers = false;
  14497. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14498. _currentGeometryProgram.program !== program.id ||
  14499. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14500. _currentGeometryProgram.geometry = geometry.id;
  14501. _currentGeometryProgram.program = program.id;
  14502. _currentGeometryProgram.wireframe = material.wireframe === true;
  14503. updateBuffers = true;
  14504. }
  14505. if ( object.morphTargetInfluences ) {
  14506. morphtargets.update( object, geometry, material, program );
  14507. updateBuffers = true;
  14508. }
  14509. //
  14510. var index = geometry.index;
  14511. var position = geometry.attributes.position;
  14512. //
  14513. if ( index !== null && index.count === 0 ) { return; }
  14514. if ( position === undefined || position.count === 0 ) { return; }
  14515. //
  14516. var rangeFactor = 1;
  14517. if ( material.wireframe === true ) {
  14518. index = geometries.getWireframeAttribute( geometry );
  14519. rangeFactor = 2;
  14520. }
  14521. var attribute;
  14522. var renderer = bufferRenderer;
  14523. if ( index !== null ) {
  14524. attribute = attributes.get( index );
  14525. renderer = indexedBufferRenderer;
  14526. renderer.setIndex( attribute );
  14527. }
  14528. if ( updateBuffers ) {
  14529. setupVertexAttributes( object, geometry, material, program );
  14530. if ( index !== null ) {
  14531. _gl.bindBuffer( 34963, attribute.buffer );
  14532. }
  14533. }
  14534. //
  14535. var dataCount = Infinity;
  14536. if ( index !== null ) {
  14537. dataCount = index.count;
  14538. } else if ( position !== undefined ) {
  14539. dataCount = position.count;
  14540. }
  14541. var rangeStart = geometry.drawRange.start * rangeFactor;
  14542. var rangeCount = geometry.drawRange.count * rangeFactor;
  14543. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14544. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14545. var drawStart = Math.max( rangeStart, groupStart );
  14546. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14547. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14548. if ( drawCount === 0 ) { return; }
  14549. //
  14550. if ( object.isMesh ) {
  14551. if ( material.wireframe === true ) {
  14552. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14553. renderer.setMode( 1 );
  14554. } else {
  14555. switch ( object.drawMode ) {
  14556. case TrianglesDrawMode:
  14557. renderer.setMode( 4 );
  14558. break;
  14559. case TriangleStripDrawMode:
  14560. renderer.setMode( 5 );
  14561. break;
  14562. case TriangleFanDrawMode:
  14563. renderer.setMode( 6 );
  14564. break;
  14565. }
  14566. }
  14567. } else if ( object.isLine ) {
  14568. var lineWidth = material.linewidth;
  14569. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14570. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14571. if ( object.isLineSegments ) {
  14572. renderer.setMode( 1 );
  14573. } else if ( object.isLineLoop ) {
  14574. renderer.setMode( 2 );
  14575. } else {
  14576. renderer.setMode( 3 );
  14577. }
  14578. } else if ( object.isPoints ) {
  14579. renderer.setMode( 0 );
  14580. } else if ( object.isSprite ) {
  14581. renderer.setMode( 4 );
  14582. }
  14583. if ( object.isInstancedMesh ) {
  14584. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14585. } else if ( geometry.isInstancedBufferGeometry ) {
  14586. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14587. } else {
  14588. renderer.render( drawStart, drawCount );
  14589. }
  14590. };
  14591. function setupVertexAttributes( object, geometry, material, program ) {
  14592. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14593. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14594. }
  14595. state.initAttributes();
  14596. var geometryAttributes = geometry.attributes;
  14597. var programAttributes = program.getAttributes();
  14598. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14599. for ( var name in programAttributes ) {
  14600. var programAttribute = programAttributes[ name ];
  14601. if ( programAttribute >= 0 ) {
  14602. var geometryAttribute = geometryAttributes[ name ];
  14603. if ( geometryAttribute !== undefined ) {
  14604. var normalized = geometryAttribute.normalized;
  14605. var size = geometryAttribute.itemSize;
  14606. var attribute = attributes.get( geometryAttribute );
  14607. // TODO Attribute may not be available on context restore
  14608. if ( attribute === undefined ) { continue; }
  14609. var buffer = attribute.buffer;
  14610. var type = attribute.type;
  14611. var bytesPerElement = attribute.bytesPerElement;
  14612. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14613. var data = geometryAttribute.data;
  14614. var stride = data.stride;
  14615. var offset = geometryAttribute.offset;
  14616. if ( data && data.isInstancedInterleavedBuffer ) {
  14617. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14618. if ( geometry.maxInstancedCount === undefined ) {
  14619. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14620. }
  14621. } else {
  14622. state.enableAttribute( programAttribute );
  14623. }
  14624. _gl.bindBuffer( 34962, buffer );
  14625. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14626. } else {
  14627. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14628. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14629. if ( geometry.maxInstancedCount === undefined ) {
  14630. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14631. }
  14632. } else {
  14633. state.enableAttribute( programAttribute );
  14634. }
  14635. _gl.bindBuffer( 34962, buffer );
  14636. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14637. }
  14638. } else if ( name === 'instanceMatrix' ) {
  14639. var attribute = attributes.get( object.instanceMatrix );
  14640. // TODO Attribute may not be available on context restore
  14641. if ( attribute === undefined ) { continue; }
  14642. var buffer = attribute.buffer;
  14643. var type = attribute.type;
  14644. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14645. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14646. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14647. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14648. _gl.bindBuffer( 34962, buffer );
  14649. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14650. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14651. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14652. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14653. } else if ( materialDefaultAttributeValues !== undefined ) {
  14654. var value = materialDefaultAttributeValues[ name ];
  14655. if ( value !== undefined ) {
  14656. switch ( value.length ) {
  14657. case 2:
  14658. _gl.vertexAttrib2fv( programAttribute, value );
  14659. break;
  14660. case 3:
  14661. _gl.vertexAttrib3fv( programAttribute, value );
  14662. break;
  14663. case 4:
  14664. _gl.vertexAttrib4fv( programAttribute, value );
  14665. break;
  14666. default:
  14667. _gl.vertexAttrib1fv( programAttribute, value );
  14668. }
  14669. }
  14670. }
  14671. }
  14672. }
  14673. state.disableUnusedAttributes();
  14674. }
  14675. // Compile
  14676. this.compile = function ( scene, camera ) {
  14677. currentRenderState = renderStates.get( scene, camera );
  14678. currentRenderState.init();
  14679. scene.traverse( function ( object ) {
  14680. if ( object.isLight ) {
  14681. currentRenderState.pushLight( object );
  14682. if ( object.castShadow ) {
  14683. currentRenderState.pushShadow( object );
  14684. }
  14685. }
  14686. } );
  14687. currentRenderState.setupLights( camera );
  14688. scene.traverse( function ( object ) {
  14689. if ( object.material ) {
  14690. if ( Array.isArray( object.material ) ) {
  14691. for ( var i = 0; i < object.material.length; i ++ ) {
  14692. initMaterial( object.material[ i ], scene.fog, object );
  14693. }
  14694. } else {
  14695. initMaterial( object.material, scene.fog, object );
  14696. }
  14697. }
  14698. } );
  14699. };
  14700. // Animation Loop
  14701. var onAnimationFrameCallback = null;
  14702. function onAnimationFrame( time ) {
  14703. if ( vr.isPresenting() ) { return; }
  14704. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14705. }
  14706. var animation = new WebGLAnimation();
  14707. animation.setAnimationLoop( onAnimationFrame );
  14708. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14709. this.setAnimationLoop = function ( callback ) {
  14710. onAnimationFrameCallback = callback;
  14711. vr.setAnimationLoop( callback );
  14712. animation.start();
  14713. };
  14714. // Rendering
  14715. this.render = function ( scene, camera ) {
  14716. var renderTarget, forceClear;
  14717. if ( arguments[ 2 ] !== undefined ) {
  14718. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14719. renderTarget = arguments[ 2 ];
  14720. }
  14721. if ( arguments[ 3 ] !== undefined ) {
  14722. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14723. forceClear = arguments[ 3 ];
  14724. }
  14725. if ( ! ( camera && camera.isCamera ) ) {
  14726. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14727. return;
  14728. }
  14729. if ( _isContextLost ) { return; }
  14730. // reset caching for this frame
  14731. _currentGeometryProgram.geometry = null;
  14732. _currentGeometryProgram.program = null;
  14733. _currentGeometryProgram.wireframe = false;
  14734. _currentMaterialId = - 1;
  14735. _currentCamera = null;
  14736. // update scene graph
  14737. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14738. // update camera matrices and frustum
  14739. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14740. if ( vr.enabled && vr.isPresenting() ) {
  14741. camera = vr.getCamera( camera );
  14742. }
  14743. //
  14744. currentRenderState = renderStates.get( scene, camera );
  14745. currentRenderState.init();
  14746. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14747. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14748. _frustum.setFromMatrix( _projScreenMatrix );
  14749. _localClippingEnabled = this.localClippingEnabled;
  14750. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14751. currentRenderList = renderLists.get( scene, camera );
  14752. currentRenderList.init();
  14753. projectObject( scene, camera, 0, _this.sortObjects );
  14754. if ( _this.sortObjects === true ) {
  14755. currentRenderList.sort();
  14756. }
  14757. //
  14758. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14759. var shadowsArray = currentRenderState.state.shadowsArray;
  14760. shadowMap.render( shadowsArray, scene, camera );
  14761. currentRenderState.setupLights( camera );
  14762. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14763. //
  14764. if ( this.info.autoReset ) { this.info.reset(); }
  14765. if ( renderTarget !== undefined ) {
  14766. this.setRenderTarget( renderTarget );
  14767. }
  14768. if ( vr.enabled && multiview.isAvailable() ) {
  14769. multiview.attachCamera( camera );
  14770. }
  14771. //
  14772. background.render( currentRenderList, scene, camera, forceClear );
  14773. // render scene
  14774. var opaqueObjects = currentRenderList.opaque;
  14775. var transparentObjects = currentRenderList.transparent;
  14776. if ( scene.overrideMaterial ) {
  14777. var overrideMaterial = scene.overrideMaterial;
  14778. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14779. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14780. } else {
  14781. // opaque pass (front-to-back order)
  14782. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14783. // transparent pass (back-to-front order)
  14784. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14785. }
  14786. //
  14787. scene.onAfterRender( _this, scene, camera );
  14788. //
  14789. if ( _currentRenderTarget !== null ) {
  14790. // Generate mipmap if we're using any kind of mipmap filtering
  14791. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14792. // resolve multisample renderbuffers to a single-sample texture if necessary
  14793. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14794. }
  14795. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14796. state.buffers.depth.setTest( true );
  14797. state.buffers.depth.setMask( true );
  14798. state.buffers.color.setMask( true );
  14799. state.setPolygonOffset( false );
  14800. if ( vr.enabled ) {
  14801. if ( multiview.isAvailable() ) {
  14802. multiview.detachCamera( camera );
  14803. }
  14804. vr.submitFrame();
  14805. }
  14806. // _gl.finish();
  14807. currentRenderList = null;
  14808. currentRenderState = null;
  14809. };
  14810. function projectObject( object, camera, groupOrder, sortObjects ) {
  14811. if ( object.visible === false ) { return; }
  14812. var visible = object.layers.test( camera.layers );
  14813. if ( visible ) {
  14814. if ( object.isGroup ) {
  14815. groupOrder = object.renderOrder;
  14816. } else if ( object.isLOD ) {
  14817. if ( object.autoUpdate === true ) { object.update( camera ); }
  14818. } else if ( object.isLight ) {
  14819. currentRenderState.pushLight( object );
  14820. if ( object.castShadow ) {
  14821. currentRenderState.pushShadow( object );
  14822. }
  14823. } else if ( object.isSprite ) {
  14824. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14825. if ( sortObjects ) {
  14826. _vector3.setFromMatrixPosition( object.matrixWorld )
  14827. .applyMatrix4( _projScreenMatrix );
  14828. }
  14829. var geometry = objects.update( object );
  14830. var material = object.material;
  14831. if ( material.visible ) {
  14832. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14833. }
  14834. }
  14835. } else if ( object.isImmediateRenderObject ) {
  14836. if ( sortObjects ) {
  14837. _vector3.setFromMatrixPosition( object.matrixWorld )
  14838. .applyMatrix4( _projScreenMatrix );
  14839. }
  14840. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14841. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14842. if ( object.isSkinnedMesh ) {
  14843. // update skeleton only once in a frame
  14844. if ( object.skeleton.frame !== info.render.frame ) {
  14845. object.skeleton.update();
  14846. object.skeleton.frame = info.render.frame;
  14847. }
  14848. }
  14849. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14850. if ( sortObjects ) {
  14851. _vector3.setFromMatrixPosition( object.matrixWorld )
  14852. .applyMatrix4( _projScreenMatrix );
  14853. }
  14854. var geometry = objects.update( object );
  14855. var material = object.material;
  14856. if ( Array.isArray( material ) ) {
  14857. var groups = geometry.groups;
  14858. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14859. var group = groups[ i ];
  14860. var groupMaterial = material[ group.materialIndex ];
  14861. if ( groupMaterial && groupMaterial.visible ) {
  14862. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14863. }
  14864. }
  14865. } else if ( material.visible ) {
  14866. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14867. }
  14868. }
  14869. }
  14870. }
  14871. var children = object.children;
  14872. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14873. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14874. }
  14875. }
  14876. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14877. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14878. var renderItem = renderList[ i ];
  14879. var object = renderItem.object;
  14880. var geometry = renderItem.geometry;
  14881. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14882. var group = renderItem.group;
  14883. if ( camera.isArrayCamera ) {
  14884. _currentArrayCamera = camera;
  14885. if ( vr.enabled && multiview.isAvailable() ) {
  14886. renderObject( object, scene, camera, geometry, material, group );
  14887. } else {
  14888. var cameras = camera.cameras;
  14889. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14890. var camera2 = cameras[ j ];
  14891. if ( object.layers.test( camera2.layers ) ) {
  14892. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14893. currentRenderState.setupLights( camera2 );
  14894. renderObject( object, scene, camera2, geometry, material, group );
  14895. }
  14896. }
  14897. }
  14898. } else {
  14899. _currentArrayCamera = null;
  14900. renderObject( object, scene, camera, geometry, material, group );
  14901. }
  14902. }
  14903. }
  14904. function renderObject( object, scene, camera, geometry, material, group ) {
  14905. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14906. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14907. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14908. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14909. if ( object.isImmediateRenderObject ) {
  14910. state.setMaterial( material );
  14911. var program = setProgram( camera, scene.fog, material, object );
  14912. _currentGeometryProgram.geometry = null;
  14913. _currentGeometryProgram.program = null;
  14914. _currentGeometryProgram.wireframe = false;
  14915. renderObjectImmediate( object, program );
  14916. } else {
  14917. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14918. }
  14919. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14920. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14921. }
  14922. function initMaterial( material, fog, object ) {
  14923. var materialProperties = properties.get( material );
  14924. var lights = currentRenderState.state.lights;
  14925. var shadowsArray = currentRenderState.state.shadowsArray;
  14926. var lightsStateVersion = lights.state.version;
  14927. var parameters = programCache.getParameters(
  14928. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14929. var programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14930. var program = materialProperties.program;
  14931. var programChange = true;
  14932. if ( program === undefined ) {
  14933. // new material
  14934. material.addEventListener( 'dispose', onMaterialDispose );
  14935. } else if ( program.cacheKey !== programCacheKey ) {
  14936. // changed glsl or parameters
  14937. releaseMaterialProgramReference( material );
  14938. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14939. materialProperties.lightsStateVersion = lightsStateVersion;
  14940. programChange = false;
  14941. } else if ( parameters.shaderID !== undefined ) {
  14942. // same glsl and uniform list
  14943. return;
  14944. } else {
  14945. // only rebuild uniform list
  14946. programChange = false;
  14947. }
  14948. if ( programChange ) {
  14949. if ( parameters.shaderID ) {
  14950. var shader = ShaderLib[ parameters.shaderID ];
  14951. materialProperties.shader = {
  14952. name: material.type,
  14953. uniforms: cloneUniforms( shader.uniforms ),
  14954. vertexShader: shader.vertexShader,
  14955. fragmentShader: shader.fragmentShader
  14956. };
  14957. } else {
  14958. materialProperties.shader = {
  14959. name: material.type,
  14960. uniforms: material.uniforms,
  14961. vertexShader: material.vertexShader,
  14962. fragmentShader: material.fragmentShader
  14963. };
  14964. }
  14965. material.onBeforeCompile( materialProperties.shader, _this );
  14966. // Computing cache key again as onBeforeCompile may have changed the shaders
  14967. programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14968. program = programCache.acquireProgram( material, materialProperties.shader, parameters, programCacheKey );
  14969. materialProperties.program = program;
  14970. material.program = program;
  14971. }
  14972. var programAttributes = program.getAttributes();
  14973. if ( material.morphTargets ) {
  14974. material.numSupportedMorphTargets = 0;
  14975. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14976. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14977. material.numSupportedMorphTargets ++;
  14978. }
  14979. }
  14980. }
  14981. if ( material.morphNormals ) {
  14982. material.numSupportedMorphNormals = 0;
  14983. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14984. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14985. material.numSupportedMorphNormals ++;
  14986. }
  14987. }
  14988. }
  14989. var uniforms = materialProperties.shader.uniforms;
  14990. if ( ! material.isShaderMaterial &&
  14991. ! material.isRawShaderMaterial ||
  14992. material.clipping === true ) {
  14993. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14994. materialProperties.numIntersection = _clipping.numIntersection;
  14995. uniforms.clippingPlanes = _clipping.uniform;
  14996. }
  14997. materialProperties.fog = fog;
  14998. // store the light setup it was created for
  14999. materialProperties.needsLights = materialNeedsLights( material );
  15000. materialProperties.lightsStateVersion = lightsStateVersion;
  15001. if ( materialProperties.needsLights ) {
  15002. // wire up the material to this renderer's lighting state
  15003. uniforms.ambientLightColor.value = lights.state.ambient;
  15004. uniforms.lightProbe.value = lights.state.probe;
  15005. uniforms.directionalLights.value = lights.state.directional;
  15006. uniforms.spotLights.value = lights.state.spot;
  15007. uniforms.rectAreaLights.value = lights.state.rectArea;
  15008. uniforms.pointLights.value = lights.state.point;
  15009. uniforms.hemisphereLights.value = lights.state.hemi;
  15010. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15011. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15012. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15013. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15014. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15015. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15016. // TODO (abelnation): add area lights shadow info to uniforms
  15017. }
  15018. var progUniforms = materialProperties.program.getUniforms(),
  15019. uniformsList =
  15020. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15021. materialProperties.uniformsList = uniformsList;
  15022. }
  15023. function setProgram( camera, fog, material, object ) {
  15024. textures.resetTextureUnits();
  15025. var materialProperties = properties.get( material );
  15026. var lights = currentRenderState.state.lights;
  15027. if ( _clippingEnabled ) {
  15028. if ( _localClippingEnabled || camera !== _currentCamera ) {
  15029. var useCache =
  15030. camera === _currentCamera &&
  15031. material.id === _currentMaterialId;
  15032. // we might want to call this function with some ClippingGroup
  15033. // object instead of the material, once it becomes feasible
  15034. // (#8465, #8379)
  15035. _clipping.setState(
  15036. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15037. camera, materialProperties, useCache );
  15038. }
  15039. }
  15040. if ( material.version === materialProperties.__version ) {
  15041. if ( materialProperties.program === undefined ) {
  15042. material.needsUpdate = true;
  15043. } else if ( material.fog && materialProperties.fog !== fog ) {
  15044. material.needsUpdate = true;
  15045. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15046. material.needsUpdate = true;
  15047. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15048. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15049. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15050. material.needsUpdate = true;
  15051. }
  15052. }
  15053. if ( material.version !== materialProperties.__version ) {
  15054. initMaterial( material, fog, object );
  15055. materialProperties.__version = material.version;
  15056. }
  15057. var refreshProgram = false;
  15058. var refreshMaterial = false;
  15059. var refreshLights = false;
  15060. var program = materialProperties.program,
  15061. p_uniforms = program.getUniforms(),
  15062. m_uniforms = materialProperties.shader.uniforms;
  15063. if ( state.useProgram( program.program ) ) {
  15064. refreshProgram = true;
  15065. refreshMaterial = true;
  15066. refreshLights = true;
  15067. }
  15068. if ( material.id !== _currentMaterialId ) {
  15069. _currentMaterialId = material.id;
  15070. refreshMaterial = true;
  15071. }
  15072. if ( refreshProgram || _currentCamera !== camera ) {
  15073. if ( program.numMultiviewViews > 0 ) {
  15074. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  15075. } else {
  15076. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15077. }
  15078. if ( capabilities.logarithmicDepthBuffer ) {
  15079. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15080. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15081. }
  15082. if ( _currentCamera !== camera ) {
  15083. _currentCamera = camera;
  15084. // lighting uniforms depend on the camera so enforce an update
  15085. // now, in case this material supports lights - or later, when
  15086. // the next material that does gets activated:
  15087. refreshMaterial = true; // set to true on material change
  15088. refreshLights = true; // remains set until update done
  15089. }
  15090. // load material specific uniforms
  15091. // (shader material also gets them for the sake of genericity)
  15092. if ( material.isShaderMaterial ||
  15093. material.isMeshPhongMaterial ||
  15094. material.isMeshToonMaterial ||
  15095. material.isMeshStandardMaterial ||
  15096. material.envMap ) {
  15097. var uCamPos = p_uniforms.map.cameraPosition;
  15098. if ( uCamPos !== undefined ) {
  15099. uCamPos.setValue( _gl,
  15100. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15101. }
  15102. }
  15103. if ( material.isMeshPhongMaterial ||
  15104. material.isMeshToonMaterial ||
  15105. material.isMeshLambertMaterial ||
  15106. material.isMeshBasicMaterial ||
  15107. material.isMeshStandardMaterial ||
  15108. material.isShaderMaterial ) {
  15109. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15110. }
  15111. if ( material.isMeshPhongMaterial ||
  15112. material.isMeshToonMaterial ||
  15113. material.isMeshLambertMaterial ||
  15114. material.isMeshBasicMaterial ||
  15115. material.isMeshStandardMaterial ||
  15116. material.isShaderMaterial ||
  15117. material.skinning ) {
  15118. if ( program.numMultiviewViews > 0 ) {
  15119. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  15120. } else {
  15121. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15122. }
  15123. }
  15124. }
  15125. // skinning uniforms must be set even if material didn't change
  15126. // auto-setting of texture unit for bone texture must go before other textures
  15127. // not sure why, but otherwise weird things happen
  15128. if ( material.skinning ) {
  15129. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15130. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15131. var skeleton = object.skeleton;
  15132. if ( skeleton ) {
  15133. var bones = skeleton.bones;
  15134. if ( capabilities.floatVertexTextures ) {
  15135. if ( skeleton.boneTexture === undefined ) {
  15136. // layout (1 matrix = 4 pixels)
  15137. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15138. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15139. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15140. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15141. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15142. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15143. size = _Math.ceilPowerOfTwo( size );
  15144. size = Math.max( size, 4 );
  15145. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15146. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15147. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15148. skeleton.boneMatrices = boneMatrices;
  15149. skeleton.boneTexture = boneTexture;
  15150. skeleton.boneTextureSize = size;
  15151. }
  15152. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15153. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15154. } else {
  15155. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15156. }
  15157. }
  15158. }
  15159. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15160. materialProperties.receiveShadow = object.receiveShadow;
  15161. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15162. }
  15163. if ( refreshMaterial ) {
  15164. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15165. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15166. if ( materialProperties.needsLights ) {
  15167. // the current material requires lighting info
  15168. // note: all lighting uniforms are always set correctly
  15169. // they simply reference the renderer's state for their
  15170. // values
  15171. //
  15172. // use the current material's .needsUpdate flags to set
  15173. // the GL state when required
  15174. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15175. }
  15176. // refresh uniforms common to several materials
  15177. if ( fog && material.fog ) {
  15178. refreshUniformsFog( m_uniforms, fog );
  15179. }
  15180. if ( material.isMeshBasicMaterial ) {
  15181. refreshUniformsCommon( m_uniforms, material );
  15182. } else if ( material.isMeshLambertMaterial ) {
  15183. refreshUniformsCommon( m_uniforms, material );
  15184. refreshUniformsLambert( m_uniforms, material );
  15185. } else if ( material.isMeshToonMaterial ) {
  15186. refreshUniformsCommon( m_uniforms, material );
  15187. refreshUniformsToon( m_uniforms, material );
  15188. } else if ( material.isMeshPhongMaterial ) {
  15189. refreshUniformsCommon( m_uniforms, material );
  15190. refreshUniformsPhong( m_uniforms, material );
  15191. } else if ( material.isMeshStandardMaterial ) {
  15192. refreshUniformsCommon( m_uniforms, material );
  15193. if ( material.isMeshPhysicalMaterial ) {
  15194. refreshUniformsPhysical( m_uniforms, material );
  15195. } else {
  15196. refreshUniformsStandard( m_uniforms, material );
  15197. }
  15198. } else if ( material.isMeshMatcapMaterial ) {
  15199. refreshUniformsCommon( m_uniforms, material );
  15200. refreshUniformsMatcap( m_uniforms, material );
  15201. } else if ( material.isMeshDepthMaterial ) {
  15202. refreshUniformsCommon( m_uniforms, material );
  15203. refreshUniformsDepth( m_uniforms, material );
  15204. } else if ( material.isMeshDistanceMaterial ) {
  15205. refreshUniformsCommon( m_uniforms, material );
  15206. refreshUniformsDistance( m_uniforms, material );
  15207. } else if ( material.isMeshNormalMaterial ) {
  15208. refreshUniformsCommon( m_uniforms, material );
  15209. refreshUniformsNormal( m_uniforms, material );
  15210. } else if ( material.isLineBasicMaterial ) {
  15211. refreshUniformsLine( m_uniforms, material );
  15212. if ( material.isLineDashedMaterial ) {
  15213. refreshUniformsDash( m_uniforms, material );
  15214. }
  15215. } else if ( material.isPointsMaterial ) {
  15216. refreshUniformsPoints( m_uniforms, material );
  15217. } else if ( material.isSpriteMaterial ) {
  15218. refreshUniformsSprites( m_uniforms, material );
  15219. } else if ( material.isShadowMaterial ) {
  15220. m_uniforms.color.value.copy( material.color );
  15221. m_uniforms.opacity.value = material.opacity;
  15222. }
  15223. // RectAreaLight Texture
  15224. // TODO (mrdoob): Find a nicer implementation
  15225. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15226. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15227. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15228. if ( material.isShaderMaterial ) {
  15229. material.uniformsNeedUpdate = false; // #15581
  15230. }
  15231. }
  15232. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15233. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15234. material.uniformsNeedUpdate = false;
  15235. }
  15236. if ( material.isSpriteMaterial ) {
  15237. p_uniforms.setValue( _gl, 'center', object.center );
  15238. }
  15239. // common matrices
  15240. if ( program.numMultiviewViews > 0 ) {
  15241. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15242. } else {
  15243. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15244. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15245. }
  15246. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15247. return program;
  15248. }
  15249. // Uniforms (refresh uniforms objects)
  15250. function refreshUniformsCommon( uniforms, material ) {
  15251. uniforms.opacity.value = material.opacity;
  15252. if ( material.color ) {
  15253. uniforms.diffuse.value.copy( material.color );
  15254. }
  15255. if ( material.emissive ) {
  15256. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15257. }
  15258. if ( material.map ) {
  15259. uniforms.map.value = material.map;
  15260. }
  15261. if ( material.alphaMap ) {
  15262. uniforms.alphaMap.value = material.alphaMap;
  15263. }
  15264. if ( material.specularMap ) {
  15265. uniforms.specularMap.value = material.specularMap;
  15266. }
  15267. if ( material.envMap ) {
  15268. uniforms.envMap.value = material.envMap;
  15269. // don't flip CubeTexture envMaps, flip everything else:
  15270. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15271. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15272. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15273. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15274. uniforms.reflectivity.value = material.reflectivity;
  15275. uniforms.refractionRatio.value = material.refractionRatio;
  15276. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15277. }
  15278. if ( material.lightMap ) {
  15279. uniforms.lightMap.value = material.lightMap;
  15280. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15281. }
  15282. if ( material.aoMap ) {
  15283. uniforms.aoMap.value = material.aoMap;
  15284. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15285. }
  15286. // uv repeat and offset setting priorities
  15287. // 1. color map
  15288. // 2. specular map
  15289. // 3. normal map
  15290. // 4. bump map
  15291. // 5. alpha map
  15292. // 6. emissive map
  15293. var uvScaleMap;
  15294. if ( material.map ) {
  15295. uvScaleMap = material.map;
  15296. } else if ( material.specularMap ) {
  15297. uvScaleMap = material.specularMap;
  15298. } else if ( material.displacementMap ) {
  15299. uvScaleMap = material.displacementMap;
  15300. } else if ( material.normalMap ) {
  15301. uvScaleMap = material.normalMap;
  15302. } else if ( material.bumpMap ) {
  15303. uvScaleMap = material.bumpMap;
  15304. } else if ( material.roughnessMap ) {
  15305. uvScaleMap = material.roughnessMap;
  15306. } else if ( material.metalnessMap ) {
  15307. uvScaleMap = material.metalnessMap;
  15308. } else if ( material.alphaMap ) {
  15309. uvScaleMap = material.alphaMap;
  15310. } else if ( material.emissiveMap ) {
  15311. uvScaleMap = material.emissiveMap;
  15312. }
  15313. if ( uvScaleMap !== undefined ) {
  15314. // backwards compatibility
  15315. if ( uvScaleMap.isWebGLRenderTarget ) {
  15316. uvScaleMap = uvScaleMap.texture;
  15317. }
  15318. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15319. uvScaleMap.updateMatrix();
  15320. }
  15321. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15322. }
  15323. }
  15324. function refreshUniformsLine( uniforms, material ) {
  15325. uniforms.diffuse.value.copy( material.color );
  15326. uniforms.opacity.value = material.opacity;
  15327. }
  15328. function refreshUniformsDash( uniforms, material ) {
  15329. uniforms.dashSize.value = material.dashSize;
  15330. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15331. uniforms.scale.value = material.scale;
  15332. }
  15333. function refreshUniformsPoints( uniforms, material ) {
  15334. uniforms.diffuse.value.copy( material.color );
  15335. uniforms.opacity.value = material.opacity;
  15336. uniforms.size.value = material.size * _pixelRatio;
  15337. uniforms.scale.value = _height * 0.5;
  15338. if ( material.map ) {
  15339. uniforms.map.value = material.map;
  15340. }
  15341. if ( material.alphaMap ) {
  15342. uniforms.alphaMap.value = material.alphaMap;
  15343. }
  15344. // uv repeat and offset setting priorities
  15345. // 1. color map
  15346. // 2. alpha map
  15347. var uvScaleMap;
  15348. if ( material.map ) {
  15349. uvScaleMap = material.map;
  15350. } else if ( material.alphaMap ) {
  15351. uvScaleMap = material.alphaMap;
  15352. }
  15353. if ( uvScaleMap !== undefined ) {
  15354. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15355. uvScaleMap.updateMatrix();
  15356. }
  15357. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15358. }
  15359. }
  15360. function refreshUniformsSprites( uniforms, material ) {
  15361. uniforms.diffuse.value.copy( material.color );
  15362. uniforms.opacity.value = material.opacity;
  15363. uniforms.rotation.value = material.rotation;
  15364. if ( material.map ) {
  15365. uniforms.map.value = material.map;
  15366. }
  15367. if ( material.alphaMap ) {
  15368. uniforms.alphaMap.value = material.alphaMap;
  15369. }
  15370. // uv repeat and offset setting priorities
  15371. // 1. color map
  15372. // 2. alpha map
  15373. var uvScaleMap;
  15374. if ( material.map ) {
  15375. uvScaleMap = material.map;
  15376. } else if ( material.alphaMap ) {
  15377. uvScaleMap = material.alphaMap;
  15378. }
  15379. if ( uvScaleMap !== undefined ) {
  15380. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15381. uvScaleMap.updateMatrix();
  15382. }
  15383. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15384. }
  15385. }
  15386. function refreshUniformsFog( uniforms, fog ) {
  15387. uniforms.fogColor.value.copy( fog.color );
  15388. if ( fog.isFog ) {
  15389. uniforms.fogNear.value = fog.near;
  15390. uniforms.fogFar.value = fog.far;
  15391. } else if ( fog.isFogExp2 ) {
  15392. uniforms.fogDensity.value = fog.density;
  15393. }
  15394. }
  15395. function refreshUniformsLambert( uniforms, material ) {
  15396. if ( material.emissiveMap ) {
  15397. uniforms.emissiveMap.value = material.emissiveMap;
  15398. }
  15399. }
  15400. function refreshUniformsPhong( uniforms, material ) {
  15401. uniforms.specular.value.copy( material.specular );
  15402. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15403. if ( material.emissiveMap ) {
  15404. uniforms.emissiveMap.value = material.emissiveMap;
  15405. }
  15406. if ( material.bumpMap ) {
  15407. uniforms.bumpMap.value = material.bumpMap;
  15408. uniforms.bumpScale.value = material.bumpScale;
  15409. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15410. }
  15411. if ( material.normalMap ) {
  15412. uniforms.normalMap.value = material.normalMap;
  15413. uniforms.normalScale.value.copy( material.normalScale );
  15414. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15415. }
  15416. if ( material.displacementMap ) {
  15417. uniforms.displacementMap.value = material.displacementMap;
  15418. uniforms.displacementScale.value = material.displacementScale;
  15419. uniforms.displacementBias.value = material.displacementBias;
  15420. }
  15421. }
  15422. function refreshUniformsToon( uniforms, material ) {
  15423. uniforms.specular.value.copy( material.specular );
  15424. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15425. if ( material.gradientMap ) {
  15426. uniforms.gradientMap.value = material.gradientMap;
  15427. }
  15428. if ( material.emissiveMap ) {
  15429. uniforms.emissiveMap.value = material.emissiveMap;
  15430. }
  15431. if ( material.bumpMap ) {
  15432. uniforms.bumpMap.value = material.bumpMap;
  15433. uniforms.bumpScale.value = material.bumpScale;
  15434. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15435. }
  15436. if ( material.normalMap ) {
  15437. uniforms.normalMap.value = material.normalMap;
  15438. uniforms.normalScale.value.copy( material.normalScale );
  15439. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15440. }
  15441. if ( material.displacementMap ) {
  15442. uniforms.displacementMap.value = material.displacementMap;
  15443. uniforms.displacementScale.value = material.displacementScale;
  15444. uniforms.displacementBias.value = material.displacementBias;
  15445. }
  15446. }
  15447. function refreshUniformsStandard( uniforms, material ) {
  15448. uniforms.roughness.value = material.roughness;
  15449. uniforms.metalness.value = material.metalness;
  15450. if ( material.roughnessMap ) {
  15451. uniforms.roughnessMap.value = material.roughnessMap;
  15452. }
  15453. if ( material.metalnessMap ) {
  15454. uniforms.metalnessMap.value = material.metalnessMap;
  15455. }
  15456. if ( material.emissiveMap ) {
  15457. uniforms.emissiveMap.value = material.emissiveMap;
  15458. }
  15459. if ( material.bumpMap ) {
  15460. uniforms.bumpMap.value = material.bumpMap;
  15461. uniforms.bumpScale.value = material.bumpScale;
  15462. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15463. }
  15464. if ( material.normalMap ) {
  15465. uniforms.normalMap.value = material.normalMap;
  15466. uniforms.normalScale.value.copy( material.normalScale );
  15467. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15468. }
  15469. if ( material.displacementMap ) {
  15470. uniforms.displacementMap.value = material.displacementMap;
  15471. uniforms.displacementScale.value = material.displacementScale;
  15472. uniforms.displacementBias.value = material.displacementBias;
  15473. }
  15474. if ( material.envMap ) {
  15475. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15476. uniforms.envMapIntensity.value = material.envMapIntensity;
  15477. }
  15478. }
  15479. function refreshUniformsPhysical( uniforms, material ) {
  15480. refreshUniformsStandard( uniforms, material );
  15481. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15482. uniforms.clearcoat.value = material.clearcoat;
  15483. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15484. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15485. if ( material.clearcoatNormalMap ) {
  15486. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15487. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15488. if ( material.side === BackSide ) {
  15489. uniforms.clearcoatNormalScale.value.negate();
  15490. }
  15491. }
  15492. uniforms.transparency.value = material.transparency;
  15493. }
  15494. function refreshUniformsMatcap( uniforms, material ) {
  15495. if ( material.matcap ) {
  15496. uniforms.matcap.value = material.matcap;
  15497. }
  15498. if ( material.bumpMap ) {
  15499. uniforms.bumpMap.value = material.bumpMap;
  15500. uniforms.bumpScale.value = material.bumpScale;
  15501. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15502. }
  15503. if ( material.normalMap ) {
  15504. uniforms.normalMap.value = material.normalMap;
  15505. uniforms.normalScale.value.copy( material.normalScale );
  15506. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15507. }
  15508. if ( material.displacementMap ) {
  15509. uniforms.displacementMap.value = material.displacementMap;
  15510. uniforms.displacementScale.value = material.displacementScale;
  15511. uniforms.displacementBias.value = material.displacementBias;
  15512. }
  15513. }
  15514. function refreshUniformsDepth( uniforms, material ) {
  15515. if ( material.displacementMap ) {
  15516. uniforms.displacementMap.value = material.displacementMap;
  15517. uniforms.displacementScale.value = material.displacementScale;
  15518. uniforms.displacementBias.value = material.displacementBias;
  15519. }
  15520. }
  15521. function refreshUniformsDistance( uniforms, material ) {
  15522. if ( material.displacementMap ) {
  15523. uniforms.displacementMap.value = material.displacementMap;
  15524. uniforms.displacementScale.value = material.displacementScale;
  15525. uniforms.displacementBias.value = material.displacementBias;
  15526. }
  15527. uniforms.referencePosition.value.copy( material.referencePosition );
  15528. uniforms.nearDistance.value = material.nearDistance;
  15529. uniforms.farDistance.value = material.farDistance;
  15530. }
  15531. function refreshUniformsNormal( uniforms, material ) {
  15532. if ( material.bumpMap ) {
  15533. uniforms.bumpMap.value = material.bumpMap;
  15534. uniforms.bumpScale.value = material.bumpScale;
  15535. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15536. }
  15537. if ( material.normalMap ) {
  15538. uniforms.normalMap.value = material.normalMap;
  15539. uniforms.normalScale.value.copy( material.normalScale );
  15540. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15541. }
  15542. if ( material.displacementMap ) {
  15543. uniforms.displacementMap.value = material.displacementMap;
  15544. uniforms.displacementScale.value = material.displacementScale;
  15545. uniforms.displacementBias.value = material.displacementBias;
  15546. }
  15547. }
  15548. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15549. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15550. uniforms.ambientLightColor.needsUpdate = value;
  15551. uniforms.lightProbe.needsUpdate = value;
  15552. uniforms.directionalLights.needsUpdate = value;
  15553. uniforms.pointLights.needsUpdate = value;
  15554. uniforms.spotLights.needsUpdate = value;
  15555. uniforms.rectAreaLights.needsUpdate = value;
  15556. uniforms.hemisphereLights.needsUpdate = value;
  15557. }
  15558. function materialNeedsLights( material ) {
  15559. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15560. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15561. ( material.isShaderMaterial && material.lights === true );
  15562. }
  15563. //
  15564. this.setFramebuffer = function ( value ) {
  15565. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15566. _framebuffer = value;
  15567. };
  15568. this.getActiveCubeFace = function () {
  15569. return _currentActiveCubeFace;
  15570. };
  15571. this.getActiveMipmapLevel = function () {
  15572. return _currentActiveMipmapLevel;
  15573. };
  15574. this.getRenderTarget = function () {
  15575. return _currentRenderTarget;
  15576. };
  15577. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15578. _currentRenderTarget = renderTarget;
  15579. _currentActiveCubeFace = activeCubeFace;
  15580. _currentActiveMipmapLevel = activeMipmapLevel;
  15581. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15582. textures.setupRenderTarget( renderTarget );
  15583. }
  15584. var framebuffer = _framebuffer;
  15585. var isCube = false;
  15586. if ( renderTarget ) {
  15587. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15588. if ( renderTarget.isWebGLRenderTargetCube ) {
  15589. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15590. isCube = true;
  15591. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15592. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15593. } else {
  15594. framebuffer = __webglFramebuffer;
  15595. }
  15596. _currentViewport.copy( renderTarget.viewport );
  15597. _currentScissor.copy( renderTarget.scissor );
  15598. _currentScissorTest = renderTarget.scissorTest;
  15599. } else {
  15600. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15601. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15602. _currentScissorTest = _scissorTest;
  15603. }
  15604. if ( _currentFramebuffer !== framebuffer ) {
  15605. _gl.bindFramebuffer( 36160, framebuffer );
  15606. _currentFramebuffer = framebuffer;
  15607. }
  15608. state.viewport( _currentViewport );
  15609. state.scissor( _currentScissor );
  15610. state.setScissorTest( _currentScissorTest );
  15611. if ( isCube ) {
  15612. var textureProperties = properties.get( renderTarget.texture );
  15613. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15614. }
  15615. };
  15616. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15617. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15618. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15619. return;
  15620. }
  15621. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15622. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15623. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15624. }
  15625. if ( framebuffer ) {
  15626. var restore = false;
  15627. if ( framebuffer !== _currentFramebuffer ) {
  15628. _gl.bindFramebuffer( 36160, framebuffer );
  15629. restore = true;
  15630. }
  15631. try {
  15632. var texture = renderTarget.texture;
  15633. var textureFormat = texture.format;
  15634. var textureType = texture.type;
  15635. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15636. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15637. return;
  15638. }
  15639. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15640. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15641. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15642. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15643. return;
  15644. }
  15645. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15646. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15647. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15648. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15649. }
  15650. } else {
  15651. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15652. }
  15653. } finally {
  15654. if ( restore ) {
  15655. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15656. }
  15657. }
  15658. }
  15659. };
  15660. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15661. if ( level === undefined ) { level = 0; }
  15662. var levelScale = Math.pow( 2, - level );
  15663. var width = Math.floor( texture.image.width * levelScale );
  15664. var height = Math.floor( texture.image.height * levelScale );
  15665. var glFormat = utils.convert( texture.format );
  15666. textures.setTexture2D( texture, 0 );
  15667. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15668. state.unbindTexture();
  15669. };
  15670. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15671. var width = srcTexture.image.width;
  15672. var height = srcTexture.image.height;
  15673. var glFormat = utils.convert( dstTexture.format );
  15674. var glType = utils.convert( dstTexture.type );
  15675. textures.setTexture2D( dstTexture, 0 );
  15676. if ( srcTexture.isDataTexture ) {
  15677. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15678. } else {
  15679. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15680. }
  15681. state.unbindTexture();
  15682. };
  15683. this.initTexture = function ( texture ) {
  15684. textures.setTexture2D( texture, 0 );
  15685. state.unbindTexture();
  15686. };
  15687. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15688. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15689. }
  15690. }
  15691. /**
  15692. * @author mrdoob / http://mrdoob.com/
  15693. * @author alteredq / http://alteredqualia.com/
  15694. */
  15695. function FogExp2( color, density ) {
  15696. this.name = '';
  15697. this.color = new Color( color );
  15698. this.density = ( density !== undefined ) ? density : 0.00025;
  15699. }
  15700. Object.assign( FogExp2.prototype, {
  15701. isFogExp2: true,
  15702. clone: function () {
  15703. return new FogExp2( this.color, this.density );
  15704. },
  15705. toJSON: function ( /* meta */ ) {
  15706. return {
  15707. type: 'FogExp2',
  15708. color: this.color.getHex(),
  15709. density: this.density
  15710. };
  15711. }
  15712. } );
  15713. /**
  15714. * @author mrdoob / http://mrdoob.com/
  15715. * @author alteredq / http://alteredqualia.com/
  15716. */
  15717. function Fog( color, near, far ) {
  15718. this.name = '';
  15719. this.color = new Color( color );
  15720. this.near = ( near !== undefined ) ? near : 1;
  15721. this.far = ( far !== undefined ) ? far : 1000;
  15722. }
  15723. Object.assign( Fog.prototype, {
  15724. isFog: true,
  15725. clone: function () {
  15726. return new Fog( this.color, this.near, this.far );
  15727. },
  15728. toJSON: function ( /* meta */ ) {
  15729. return {
  15730. type: 'Fog',
  15731. color: this.color.getHex(),
  15732. near: this.near,
  15733. far: this.far
  15734. };
  15735. }
  15736. } );
  15737. /**
  15738. * @author benaadams / https://twitter.com/ben_a_adams
  15739. */
  15740. function InterleavedBuffer( array, stride ) {
  15741. this.array = array;
  15742. this.stride = stride;
  15743. this.count = array !== undefined ? array.length / stride : 0;
  15744. this.usage = StaticDrawUsage;
  15745. this.updateRange = { offset: 0, count: - 1 };
  15746. this.version = 0;
  15747. }
  15748. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15749. set: function ( value ) {
  15750. if ( value === true ) { this.version ++; }
  15751. }
  15752. } );
  15753. Object.assign( InterleavedBuffer.prototype, {
  15754. isInterleavedBuffer: true,
  15755. onUploadCallback: function () {},
  15756. setUsage: function ( value ) {
  15757. this.usage = value;
  15758. return this;
  15759. },
  15760. copy: function ( source ) {
  15761. this.array = new source.array.constructor( source.array );
  15762. this.count = source.count;
  15763. this.stride = source.stride;
  15764. this.usage = source.usage;
  15765. return this;
  15766. },
  15767. copyAt: function ( index1, attribute, index2 ) {
  15768. index1 *= this.stride;
  15769. index2 *= attribute.stride;
  15770. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15771. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15772. }
  15773. return this;
  15774. },
  15775. set: function ( value, offset ) {
  15776. if ( offset === undefined ) { offset = 0; }
  15777. this.array.set( value, offset );
  15778. return this;
  15779. },
  15780. clone: function () {
  15781. return new this.constructor().copy( this );
  15782. },
  15783. onUpload: function ( callback ) {
  15784. this.onUploadCallback = callback;
  15785. return this;
  15786. }
  15787. } );
  15788. /**
  15789. * @author benaadams / https://twitter.com/ben_a_adams
  15790. */
  15791. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15792. this.data = interleavedBuffer;
  15793. this.itemSize = itemSize;
  15794. this.offset = offset;
  15795. this.normalized = normalized === true;
  15796. }
  15797. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15798. count: {
  15799. get: function () {
  15800. return this.data.count;
  15801. }
  15802. },
  15803. array: {
  15804. get: function () {
  15805. return this.data.array;
  15806. }
  15807. }
  15808. } );
  15809. Object.assign( InterleavedBufferAttribute.prototype, {
  15810. isInterleavedBufferAttribute: true,
  15811. setX: function ( index, x ) {
  15812. this.data.array[ index * this.data.stride + this.offset ] = x;
  15813. return this;
  15814. },
  15815. setY: function ( index, y ) {
  15816. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15817. return this;
  15818. },
  15819. setZ: function ( index, z ) {
  15820. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15821. return this;
  15822. },
  15823. setW: function ( index, w ) {
  15824. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15825. return this;
  15826. },
  15827. getX: function ( index ) {
  15828. return this.data.array[ index * this.data.stride + this.offset ];
  15829. },
  15830. getY: function ( index ) {
  15831. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15832. },
  15833. getZ: function ( index ) {
  15834. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15835. },
  15836. getW: function ( index ) {
  15837. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15838. },
  15839. setXY: function ( index, x, y ) {
  15840. index = index * this.data.stride + this.offset;
  15841. this.data.array[ index + 0 ] = x;
  15842. this.data.array[ index + 1 ] = y;
  15843. return this;
  15844. },
  15845. setXYZ: function ( index, x, y, z ) {
  15846. index = index * this.data.stride + this.offset;
  15847. this.data.array[ index + 0 ] = x;
  15848. this.data.array[ index + 1 ] = y;
  15849. this.data.array[ index + 2 ] = z;
  15850. return this;
  15851. },
  15852. setXYZW: function ( index, x, y, z, w ) {
  15853. index = index * this.data.stride + this.offset;
  15854. this.data.array[ index + 0 ] = x;
  15855. this.data.array[ index + 1 ] = y;
  15856. this.data.array[ index + 2 ] = z;
  15857. this.data.array[ index + 3 ] = w;
  15858. return this;
  15859. }
  15860. } );
  15861. /**
  15862. * @author alteredq / http://alteredqualia.com/
  15863. *
  15864. * parameters = {
  15865. * color: <hex>,
  15866. * map: new THREE.Texture( <Image> ),
  15867. * alphaMap: new THREE.Texture( <Image> ),
  15868. * rotation: <float>,
  15869. * sizeAttenuation: <bool>
  15870. * }
  15871. */
  15872. function SpriteMaterial( parameters ) {
  15873. Material.call( this );
  15874. this.type = 'SpriteMaterial';
  15875. this.color = new Color( 0xffffff );
  15876. this.map = null;
  15877. this.alphaMap = null;
  15878. this.rotation = 0;
  15879. this.sizeAttenuation = true;
  15880. this.transparent = true;
  15881. this.setValues( parameters );
  15882. }
  15883. SpriteMaterial.prototype = Object.create( Material.prototype );
  15884. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15885. SpriteMaterial.prototype.isSpriteMaterial = true;
  15886. SpriteMaterial.prototype.copy = function ( source ) {
  15887. Material.prototype.copy.call( this, source );
  15888. this.color.copy( source.color );
  15889. this.map = source.map;
  15890. this.alphaMap = source.alphaMap;
  15891. this.rotation = source.rotation;
  15892. this.sizeAttenuation = source.sizeAttenuation;
  15893. return this;
  15894. };
  15895. /**
  15896. * @author mikael emtinger / http://gomo.se/
  15897. * @author alteredq / http://alteredqualia.com/
  15898. */
  15899. var _geometry;
  15900. var _intersectPoint = new Vector3();
  15901. var _worldScale = new Vector3();
  15902. var _mvPosition = new Vector3();
  15903. var _alignedPosition = new Vector2();
  15904. var _rotatedPosition = new Vector2();
  15905. var _viewWorldMatrix = new Matrix4();
  15906. var _vA$1 = new Vector3();
  15907. var _vB$1 = new Vector3();
  15908. var _vC$1 = new Vector3();
  15909. var _uvA$1 = new Vector2();
  15910. var _uvB$1 = new Vector2();
  15911. var _uvC$1 = new Vector2();
  15912. function Sprite( material ) {
  15913. Object3D.call( this );
  15914. this.type = 'Sprite';
  15915. if ( _geometry === undefined ) {
  15916. _geometry = new BufferGeometry();
  15917. var float32Array = new Float32Array( [
  15918. - 0.5, - 0.5, 0, 0, 0,
  15919. 0.5, - 0.5, 0, 1, 0,
  15920. 0.5, 0.5, 0, 1, 1,
  15921. - 0.5, 0.5, 0, 0, 1
  15922. ] );
  15923. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15924. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15925. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15926. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15927. }
  15928. this.geometry = _geometry;
  15929. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15930. this.center = new Vector2( 0.5, 0.5 );
  15931. }
  15932. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15933. constructor: Sprite,
  15934. isSprite: true,
  15935. raycast: function ( raycaster, intersects ) {
  15936. if ( raycaster.camera === null ) {
  15937. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15938. }
  15939. _worldScale.setFromMatrixScale( this.matrixWorld );
  15940. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15941. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15942. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15943. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15944. _worldScale.multiplyScalar( - _mvPosition.z );
  15945. }
  15946. var rotation = this.material.rotation;
  15947. var sin, cos;
  15948. if ( rotation !== 0 ) {
  15949. cos = Math.cos( rotation );
  15950. sin = Math.sin( rotation );
  15951. }
  15952. var center = this.center;
  15953. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15954. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15955. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15956. _uvA$1.set( 0, 0 );
  15957. _uvB$1.set( 1, 0 );
  15958. _uvC$1.set( 1, 1 );
  15959. // check first triangle
  15960. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15961. if ( intersect === null ) {
  15962. // check second triangle
  15963. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15964. _uvB$1.set( 0, 1 );
  15965. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15966. if ( intersect === null ) {
  15967. return;
  15968. }
  15969. }
  15970. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15971. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15972. intersects.push( {
  15973. distance: distance,
  15974. point: _intersectPoint.clone(),
  15975. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15976. face: null,
  15977. object: this
  15978. } );
  15979. },
  15980. clone: function () {
  15981. return new this.constructor( this.material ).copy( this );
  15982. },
  15983. copy: function ( source ) {
  15984. Object3D.prototype.copy.call( this, source );
  15985. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15986. return this;
  15987. }
  15988. } );
  15989. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15990. // compute position in camera space
  15991. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15992. // to check if rotation is not zero
  15993. if ( sin !== undefined ) {
  15994. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15995. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15996. } else {
  15997. _rotatedPosition.copy( _alignedPosition );
  15998. }
  15999. vertexPosition.copy( mvPosition );
  16000. vertexPosition.x += _rotatedPosition.x;
  16001. vertexPosition.y += _rotatedPosition.y;
  16002. // transform to world space
  16003. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16004. }
  16005. /**
  16006. * @author mikael emtinger / http://gomo.se/
  16007. * @author alteredq / http://alteredqualia.com/
  16008. * @author mrdoob / http://mrdoob.com/
  16009. */
  16010. var _v1$4 = new Vector3();
  16011. var _v2$2 = new Vector3();
  16012. function LOD() {
  16013. Object3D.call( this );
  16014. this.type = 'LOD';
  16015. Object.defineProperties( this, {
  16016. levels: {
  16017. enumerable: true,
  16018. value: []
  16019. }
  16020. } );
  16021. this.autoUpdate = true;
  16022. }
  16023. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16024. constructor: LOD,
  16025. isLOD: true,
  16026. copy: function ( source ) {
  16027. Object3D.prototype.copy.call( this, source, false );
  16028. var levels = source.levels;
  16029. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16030. var level = levels[ i ];
  16031. this.addLevel( level.object.clone(), level.distance );
  16032. }
  16033. this.autoUpdate = source.autoUpdate;
  16034. return this;
  16035. },
  16036. addLevel: function ( object, distance ) {
  16037. if ( distance === undefined ) { distance = 0; }
  16038. distance = Math.abs( distance );
  16039. var levels = this.levels;
  16040. for ( var l = 0; l < levels.length; l ++ ) {
  16041. if ( distance < levels[ l ].distance ) {
  16042. break;
  16043. }
  16044. }
  16045. levels.splice( l, 0, { distance: distance, object: object } );
  16046. this.add( object );
  16047. return this;
  16048. },
  16049. getObjectForDistance: function ( distance ) {
  16050. var levels = this.levels;
  16051. if ( levels.length > 0 ) {
  16052. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16053. if ( distance < levels[ i ].distance ) {
  16054. break;
  16055. }
  16056. }
  16057. return levels[ i - 1 ].object;
  16058. }
  16059. return null;
  16060. },
  16061. raycast: function ( raycaster, intersects ) {
  16062. var levels = this.levels;
  16063. if ( levels.length > 0 ) {
  16064. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16065. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16066. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16067. }
  16068. },
  16069. update: function ( camera ) {
  16070. var levels = this.levels;
  16071. if ( levels.length > 1 ) {
  16072. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16073. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16074. var distance = _v1$4.distanceTo( _v2$2 );
  16075. levels[ 0 ].object.visible = true;
  16076. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16077. if ( distance >= levels[ i ].distance ) {
  16078. levels[ i - 1 ].object.visible = false;
  16079. levels[ i ].object.visible = true;
  16080. } else {
  16081. break;
  16082. }
  16083. }
  16084. for ( ; i < l; i ++ ) {
  16085. levels[ i ].object.visible = false;
  16086. }
  16087. }
  16088. },
  16089. toJSON: function ( meta ) {
  16090. var data = Object3D.prototype.toJSON.call( this, meta );
  16091. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16092. data.object.levels = [];
  16093. var levels = this.levels;
  16094. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16095. var level = levels[ i ];
  16096. data.object.levels.push( {
  16097. object: level.object.uuid,
  16098. distance: level.distance
  16099. } );
  16100. }
  16101. return data;
  16102. }
  16103. } );
  16104. /**
  16105. * @author mikael emtinger / http://gomo.se/
  16106. * @author alteredq / http://alteredqualia.com/
  16107. * @author ikerr / http://verold.com
  16108. */
  16109. function SkinnedMesh( geometry, material ) {
  16110. if ( geometry && geometry.isGeometry ) {
  16111. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16112. }
  16113. Mesh.call( this, geometry, material );
  16114. this.type = 'SkinnedMesh';
  16115. this.bindMode = 'attached';
  16116. this.bindMatrix = new Matrix4();
  16117. this.bindMatrixInverse = new Matrix4();
  16118. }
  16119. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16120. constructor: SkinnedMesh,
  16121. isSkinnedMesh: true,
  16122. bind: function ( skeleton, bindMatrix ) {
  16123. this.skeleton = skeleton;
  16124. if ( bindMatrix === undefined ) {
  16125. this.updateMatrixWorld( true );
  16126. this.skeleton.calculateInverses();
  16127. bindMatrix = this.matrixWorld;
  16128. }
  16129. this.bindMatrix.copy( bindMatrix );
  16130. this.bindMatrixInverse.getInverse( bindMatrix );
  16131. },
  16132. pose: function () {
  16133. this.skeleton.pose();
  16134. },
  16135. normalizeSkinWeights: function () {
  16136. var vector = new Vector4();
  16137. var skinWeight = this.geometry.attributes.skinWeight;
  16138. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16139. vector.x = skinWeight.getX( i );
  16140. vector.y = skinWeight.getY( i );
  16141. vector.z = skinWeight.getZ( i );
  16142. vector.w = skinWeight.getW( i );
  16143. var scale = 1.0 / vector.manhattanLength();
  16144. if ( scale !== Infinity ) {
  16145. vector.multiplyScalar( scale );
  16146. } else {
  16147. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16148. }
  16149. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16150. }
  16151. },
  16152. updateMatrixWorld: function ( force ) {
  16153. Mesh.prototype.updateMatrixWorld.call( this, force );
  16154. if ( this.bindMode === 'attached' ) {
  16155. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16156. } else if ( this.bindMode === 'detached' ) {
  16157. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16158. } else {
  16159. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16160. }
  16161. },
  16162. clone: function () {
  16163. return new this.constructor( this.geometry, this.material ).copy( this );
  16164. }
  16165. } );
  16166. /**
  16167. * @author mikael emtinger / http://gomo.se/
  16168. * @author alteredq / http://alteredqualia.com/
  16169. * @author michael guerrero / http://realitymeltdown.com
  16170. * @author ikerr / http://verold.com
  16171. */
  16172. var _offsetMatrix = new Matrix4();
  16173. var _identityMatrix = new Matrix4();
  16174. function Skeleton( bones, boneInverses ) {
  16175. // copy the bone array
  16176. bones = bones || [];
  16177. this.bones = bones.slice( 0 );
  16178. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16179. this.frame = - 1;
  16180. // use the supplied bone inverses or calculate the inverses
  16181. if ( boneInverses === undefined ) {
  16182. this.calculateInverses();
  16183. } else {
  16184. if ( this.bones.length === boneInverses.length ) {
  16185. this.boneInverses = boneInverses.slice( 0 );
  16186. } else {
  16187. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16188. this.boneInverses = [];
  16189. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16190. this.boneInverses.push( new Matrix4() );
  16191. }
  16192. }
  16193. }
  16194. }
  16195. Object.assign( Skeleton.prototype, {
  16196. calculateInverses: function () {
  16197. this.boneInverses = [];
  16198. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16199. var inverse = new Matrix4();
  16200. if ( this.bones[ i ] ) {
  16201. inverse.getInverse( this.bones[ i ].matrixWorld );
  16202. }
  16203. this.boneInverses.push( inverse );
  16204. }
  16205. },
  16206. pose: function () {
  16207. var bone, i, il;
  16208. // recover the bind-time world matrices
  16209. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16210. bone = this.bones[ i ];
  16211. if ( bone ) {
  16212. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16213. }
  16214. }
  16215. // compute the local matrices, positions, rotations and scales
  16216. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16217. bone = this.bones[ i ];
  16218. if ( bone ) {
  16219. if ( bone.parent && bone.parent.isBone ) {
  16220. bone.matrix.getInverse( bone.parent.matrixWorld );
  16221. bone.matrix.multiply( bone.matrixWorld );
  16222. } else {
  16223. bone.matrix.copy( bone.matrixWorld );
  16224. }
  16225. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16226. }
  16227. }
  16228. },
  16229. update: function () {
  16230. var bones = this.bones;
  16231. var boneInverses = this.boneInverses;
  16232. var boneMatrices = this.boneMatrices;
  16233. var boneTexture = this.boneTexture;
  16234. // flatten bone matrices to array
  16235. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16236. // compute the offset between the current and the original transform
  16237. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16238. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16239. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16240. }
  16241. if ( boneTexture !== undefined ) {
  16242. boneTexture.needsUpdate = true;
  16243. }
  16244. },
  16245. clone: function () {
  16246. return new Skeleton( this.bones, this.boneInverses );
  16247. },
  16248. getBoneByName: function ( name ) {
  16249. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16250. var bone = this.bones[ i ];
  16251. if ( bone.name === name ) {
  16252. return bone;
  16253. }
  16254. }
  16255. return undefined;
  16256. }
  16257. } );
  16258. /**
  16259. * @author mikael emtinger / http://gomo.se/
  16260. * @author alteredq / http://alteredqualia.com/
  16261. * @author ikerr / http://verold.com
  16262. */
  16263. function Bone() {
  16264. Object3D.call( this );
  16265. this.type = 'Bone';
  16266. }
  16267. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16268. constructor: Bone,
  16269. isBone: true
  16270. } );
  16271. /**
  16272. * @author mrdoob / http://mrdoob.com/
  16273. */
  16274. var _instanceLocalMatrix = new Matrix4();
  16275. var _instanceWorldMatrix = new Matrix4();
  16276. var _instanceIntersects = [];
  16277. var _mesh = new Mesh();
  16278. function InstancedMesh( geometry, material, count ) {
  16279. Mesh.call( this, geometry, material );
  16280. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16281. this.count = count;
  16282. }
  16283. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16284. constructor: InstancedMesh,
  16285. isInstancedMesh: true,
  16286. getMatrixAt: function ( index, matrix ) {
  16287. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16288. },
  16289. raycast: function ( raycaster, intersects ) {
  16290. var matrixWorld = this.matrixWorld;
  16291. var raycastTimes = this.count;
  16292. _mesh.geometry = this.geometry;
  16293. _mesh.material = this.material;
  16294. if ( _mesh.material === undefined ) { return; }
  16295. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16296. // calculate the world matrix for each instance
  16297. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16298. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16299. // the mesh represents this single instance
  16300. _mesh.matrixWorld = _instanceWorldMatrix;
  16301. _mesh.raycast( raycaster, _instanceIntersects );
  16302. // process the result of raycast
  16303. if ( _instanceIntersects.length > 0 ) {
  16304. _instanceIntersects[ 0 ].instanceId = instanceId;
  16305. _instanceIntersects[ 0 ].object = this;
  16306. intersects.push( _instanceIntersects[ 0 ] );
  16307. _instanceIntersects.length = 0;
  16308. }
  16309. }
  16310. },
  16311. setMatrixAt: function ( index, matrix ) {
  16312. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16313. },
  16314. updateMorphTargets: function () {
  16315. }
  16316. } );
  16317. /**
  16318. * @author mrdoob / http://mrdoob.com/
  16319. * @author alteredq / http://alteredqualia.com/
  16320. *
  16321. * parameters = {
  16322. * color: <hex>,
  16323. * opacity: <float>,
  16324. *
  16325. * linewidth: <float>,
  16326. * linecap: "round",
  16327. * linejoin: "round"
  16328. * }
  16329. */
  16330. function LineBasicMaterial( parameters ) {
  16331. Material.call( this );
  16332. this.type = 'LineBasicMaterial';
  16333. this.color = new Color( 0xffffff );
  16334. this.linewidth = 1;
  16335. this.linecap = 'round';
  16336. this.linejoin = 'round';
  16337. this.setValues( parameters );
  16338. }
  16339. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16340. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16341. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16342. LineBasicMaterial.prototype.copy = function ( source ) {
  16343. Material.prototype.copy.call( this, source );
  16344. this.color.copy( source.color );
  16345. this.linewidth = source.linewidth;
  16346. this.linecap = source.linecap;
  16347. this.linejoin = source.linejoin;
  16348. return this;
  16349. };
  16350. /**
  16351. * @author mrdoob / http://mrdoob.com/
  16352. */
  16353. var _start = new Vector3();
  16354. var _end = new Vector3();
  16355. var _inverseMatrix$1 = new Matrix4();
  16356. var _ray$1 = new Ray();
  16357. var _sphere$2 = new Sphere();
  16358. function Line( geometry, material, mode ) {
  16359. if ( mode === 1 ) {
  16360. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16361. }
  16362. Object3D.call( this );
  16363. this.type = 'Line';
  16364. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16365. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16366. }
  16367. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16368. constructor: Line,
  16369. isLine: true,
  16370. computeLineDistances: function () {
  16371. var geometry = this.geometry;
  16372. if ( geometry.isBufferGeometry ) {
  16373. // we assume non-indexed geometry
  16374. if ( geometry.index === null ) {
  16375. var positionAttribute = geometry.attributes.position;
  16376. var lineDistances = [ 0 ];
  16377. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16378. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16379. _end.fromBufferAttribute( positionAttribute, i );
  16380. lineDistances[ i ] = lineDistances[ i - 1 ];
  16381. lineDistances[ i ] += _start.distanceTo( _end );
  16382. }
  16383. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16384. } else {
  16385. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16386. }
  16387. } else if ( geometry.isGeometry ) {
  16388. var vertices = geometry.vertices;
  16389. var lineDistances = geometry.lineDistances;
  16390. lineDistances[ 0 ] = 0;
  16391. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16392. lineDistances[ i ] = lineDistances[ i - 1 ];
  16393. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16394. }
  16395. }
  16396. return this;
  16397. },
  16398. raycast: function ( raycaster, intersects ) {
  16399. var precision = raycaster.linePrecision;
  16400. var geometry = this.geometry;
  16401. var matrixWorld = this.matrixWorld;
  16402. // Checking boundingSphere distance to ray
  16403. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16404. _sphere$2.copy( geometry.boundingSphere );
  16405. _sphere$2.applyMatrix4( matrixWorld );
  16406. _sphere$2.radius += precision;
  16407. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16408. //
  16409. _inverseMatrix$1.getInverse( matrixWorld );
  16410. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16411. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16412. var localPrecisionSq = localPrecision * localPrecision;
  16413. var vStart = new Vector3();
  16414. var vEnd = new Vector3();
  16415. var interSegment = new Vector3();
  16416. var interRay = new Vector3();
  16417. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16418. if ( geometry.isBufferGeometry ) {
  16419. var index = geometry.index;
  16420. var attributes = geometry.attributes;
  16421. var positions = attributes.position.array;
  16422. if ( index !== null ) {
  16423. var indices = index.array;
  16424. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16425. var a = indices[ i ];
  16426. var b = indices[ i + 1 ];
  16427. vStart.fromArray( positions, a * 3 );
  16428. vEnd.fromArray( positions, b * 3 );
  16429. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16430. if ( distSq > localPrecisionSq ) { continue; }
  16431. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16432. var distance = raycaster.ray.origin.distanceTo( interRay );
  16433. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16434. intersects.push( {
  16435. distance: distance,
  16436. // What do we want? intersection point on the ray or on the segment??
  16437. // point: raycaster.ray.at( distance ),
  16438. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16439. index: i,
  16440. face: null,
  16441. faceIndex: null,
  16442. object: this
  16443. } );
  16444. }
  16445. } else {
  16446. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16447. vStart.fromArray( positions, 3 * i );
  16448. vEnd.fromArray( positions, 3 * i + 3 );
  16449. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16450. if ( distSq > localPrecisionSq ) { continue; }
  16451. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16452. var distance = raycaster.ray.origin.distanceTo( interRay );
  16453. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16454. intersects.push( {
  16455. distance: distance,
  16456. // What do we want? intersection point on the ray or on the segment??
  16457. // point: raycaster.ray.at( distance ),
  16458. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16459. index: i,
  16460. face: null,
  16461. faceIndex: null,
  16462. object: this
  16463. } );
  16464. }
  16465. }
  16466. } else if ( geometry.isGeometry ) {
  16467. var vertices = geometry.vertices;
  16468. var nbVertices = vertices.length;
  16469. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16470. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16471. if ( distSq > localPrecisionSq ) { continue; }
  16472. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16473. var distance = raycaster.ray.origin.distanceTo( interRay );
  16474. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16475. intersects.push( {
  16476. distance: distance,
  16477. // What do we want? intersection point on the ray or on the segment??
  16478. // point: raycaster.ray.at( distance ),
  16479. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16480. index: i,
  16481. face: null,
  16482. faceIndex: null,
  16483. object: this
  16484. } );
  16485. }
  16486. }
  16487. },
  16488. clone: function () {
  16489. return new this.constructor( this.geometry, this.material ).copy( this );
  16490. }
  16491. } );
  16492. /**
  16493. * @author mrdoob / http://mrdoob.com/
  16494. */
  16495. var _start$1 = new Vector3();
  16496. var _end$1 = new Vector3();
  16497. function LineSegments( geometry, material ) {
  16498. Line.call( this, geometry, material );
  16499. this.type = 'LineSegments';
  16500. }
  16501. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16502. constructor: LineSegments,
  16503. isLineSegments: true,
  16504. computeLineDistances: function () {
  16505. var geometry = this.geometry;
  16506. if ( geometry.isBufferGeometry ) {
  16507. // we assume non-indexed geometry
  16508. if ( geometry.index === null ) {
  16509. var positionAttribute = geometry.attributes.position;
  16510. var lineDistances = [];
  16511. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16512. _start$1.fromBufferAttribute( positionAttribute, i );
  16513. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16514. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16515. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16516. }
  16517. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16518. } else {
  16519. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16520. }
  16521. } else if ( geometry.isGeometry ) {
  16522. var vertices = geometry.vertices;
  16523. var lineDistances = geometry.lineDistances;
  16524. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16525. _start$1.copy( vertices[ i ] );
  16526. _end$1.copy( vertices[ i + 1 ] );
  16527. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16528. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16529. }
  16530. }
  16531. return this;
  16532. }
  16533. } );
  16534. /**
  16535. * @author mgreter / http://github.com/mgreter
  16536. */
  16537. function LineLoop( geometry, material ) {
  16538. Line.call( this, geometry, material );
  16539. this.type = 'LineLoop';
  16540. }
  16541. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16542. constructor: LineLoop,
  16543. isLineLoop: true,
  16544. } );
  16545. /**
  16546. * @author mrdoob / http://mrdoob.com/
  16547. * @author alteredq / http://alteredqualia.com/
  16548. *
  16549. * parameters = {
  16550. * color: <hex>,
  16551. * opacity: <float>,
  16552. * map: new THREE.Texture( <Image> ),
  16553. * alphaMap: new THREE.Texture( <Image> ),
  16554. *
  16555. * size: <float>,
  16556. * sizeAttenuation: <bool>
  16557. *
  16558. * morphTargets: <bool>
  16559. * }
  16560. */
  16561. function PointsMaterial( parameters ) {
  16562. Material.call( this );
  16563. this.type = 'PointsMaterial';
  16564. this.color = new Color( 0xffffff );
  16565. this.map = null;
  16566. this.alphaMap = null;
  16567. this.size = 1;
  16568. this.sizeAttenuation = true;
  16569. this.morphTargets = false;
  16570. this.setValues( parameters );
  16571. }
  16572. PointsMaterial.prototype = Object.create( Material.prototype );
  16573. PointsMaterial.prototype.constructor = PointsMaterial;
  16574. PointsMaterial.prototype.isPointsMaterial = true;
  16575. PointsMaterial.prototype.copy = function ( source ) {
  16576. Material.prototype.copy.call( this, source );
  16577. this.color.copy( source.color );
  16578. this.map = source.map;
  16579. this.alphaMap = source.alphaMap;
  16580. this.size = source.size;
  16581. this.sizeAttenuation = source.sizeAttenuation;
  16582. this.morphTargets = source.morphTargets;
  16583. return this;
  16584. };
  16585. /**
  16586. * @author alteredq / http://alteredqualia.com/
  16587. */
  16588. var _inverseMatrix$2 = new Matrix4();
  16589. var _ray$2 = new Ray();
  16590. var _sphere$3 = new Sphere();
  16591. var _position$1 = new Vector3();
  16592. function Points( geometry, material ) {
  16593. Object3D.call( this );
  16594. this.type = 'Points';
  16595. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16596. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16597. this.updateMorphTargets();
  16598. }
  16599. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16600. constructor: Points,
  16601. isPoints: true,
  16602. raycast: function ( raycaster, intersects ) {
  16603. var geometry = this.geometry;
  16604. var matrixWorld = this.matrixWorld;
  16605. var threshold = raycaster.params.Points.threshold;
  16606. // Checking boundingSphere distance to ray
  16607. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16608. _sphere$3.copy( geometry.boundingSphere );
  16609. _sphere$3.applyMatrix4( matrixWorld );
  16610. _sphere$3.radius += threshold;
  16611. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16612. //
  16613. _inverseMatrix$2.getInverse( matrixWorld );
  16614. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16615. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16616. var localThresholdSq = localThreshold * localThreshold;
  16617. if ( geometry.isBufferGeometry ) {
  16618. var index = geometry.index;
  16619. var attributes = geometry.attributes;
  16620. var positions = attributes.position.array;
  16621. if ( index !== null ) {
  16622. var indices = index.array;
  16623. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16624. var a = indices[ i ];
  16625. _position$1.fromArray( positions, a * 3 );
  16626. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16627. }
  16628. } else {
  16629. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16630. _position$1.fromArray( positions, i * 3 );
  16631. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16632. }
  16633. }
  16634. } else {
  16635. var vertices = geometry.vertices;
  16636. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16637. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16638. }
  16639. }
  16640. },
  16641. updateMorphTargets: function () {
  16642. var geometry = this.geometry;
  16643. var m, ml, name;
  16644. if ( geometry.isBufferGeometry ) {
  16645. var morphAttributes = geometry.morphAttributes;
  16646. var keys = Object.keys( morphAttributes );
  16647. if ( keys.length > 0 ) {
  16648. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16649. if ( morphAttribute !== undefined ) {
  16650. this.morphTargetInfluences = [];
  16651. this.morphTargetDictionary = {};
  16652. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16653. name = morphAttribute[ m ].name || String( m );
  16654. this.morphTargetInfluences.push( 0 );
  16655. this.morphTargetDictionary[ name ] = m;
  16656. }
  16657. }
  16658. }
  16659. } else {
  16660. var morphTargets = geometry.morphTargets;
  16661. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16662. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16663. }
  16664. }
  16665. },
  16666. clone: function () {
  16667. return new this.constructor( this.geometry, this.material ).copy( this );
  16668. }
  16669. } );
  16670. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16671. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16672. if ( rayPointDistanceSq < localThresholdSq ) {
  16673. var intersectPoint = new Vector3();
  16674. _ray$2.closestPointToPoint( point, intersectPoint );
  16675. intersectPoint.applyMatrix4( matrixWorld );
  16676. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16677. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16678. intersects.push( {
  16679. distance: distance,
  16680. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16681. point: intersectPoint,
  16682. index: index,
  16683. face: null,
  16684. object: object
  16685. } );
  16686. }
  16687. }
  16688. /**
  16689. * @author mrdoob / http://mrdoob.com/
  16690. */
  16691. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16692. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16693. this.format = format !== undefined ? format : RGBFormat;
  16694. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16695. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16696. this.generateMipmaps = false;
  16697. }
  16698. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16699. constructor: VideoTexture,
  16700. isVideoTexture: true,
  16701. update: function () {
  16702. var video = this.image;
  16703. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16704. this.needsUpdate = true;
  16705. }
  16706. }
  16707. } );
  16708. /**
  16709. * @author alteredq / http://alteredqualia.com/
  16710. */
  16711. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16712. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16713. this.image = { width: width, height: height };
  16714. this.mipmaps = mipmaps;
  16715. // no flipping for cube textures
  16716. // (also flipping doesn't work for compressed textures )
  16717. this.flipY = false;
  16718. // can't generate mipmaps for compressed textures
  16719. // mips must be embedded in DDS files
  16720. this.generateMipmaps = false;
  16721. }
  16722. CompressedTexture.prototype = Object.create( Texture.prototype );
  16723. CompressedTexture.prototype.constructor = CompressedTexture;
  16724. CompressedTexture.prototype.isCompressedTexture = true;
  16725. /**
  16726. * @author mrdoob / http://mrdoob.com/
  16727. */
  16728. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16729. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16730. this.needsUpdate = true;
  16731. }
  16732. CanvasTexture.prototype = Object.create( Texture.prototype );
  16733. CanvasTexture.prototype.constructor = CanvasTexture;
  16734. CanvasTexture.prototype.isCanvasTexture = true;
  16735. /**
  16736. * @author Matt DesLauriers / @mattdesl
  16737. * @author atix / arthursilber.de
  16738. */
  16739. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16740. format = format !== undefined ? format : DepthFormat;
  16741. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16742. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16743. }
  16744. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16745. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16746. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16747. this.image = { width: width, height: height };
  16748. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16749. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16750. this.flipY = false;
  16751. this.generateMipmaps = false;
  16752. }
  16753. DepthTexture.prototype = Object.create( Texture.prototype );
  16754. DepthTexture.prototype.constructor = DepthTexture;
  16755. DepthTexture.prototype.isDepthTexture = true;
  16756. /**
  16757. * @author mrdoob / http://mrdoob.com/
  16758. * @author Mugen87 / https://github.com/Mugen87
  16759. */
  16760. function WireframeGeometry( geometry ) {
  16761. BufferGeometry.call( this );
  16762. this.type = 'WireframeGeometry';
  16763. // buffer
  16764. var vertices = [];
  16765. // helper variables
  16766. var i, j, l, o, ol;
  16767. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16768. var key, keys = [ 'a', 'b', 'c' ];
  16769. var vertex;
  16770. // different logic for Geometry and BufferGeometry
  16771. if ( geometry && geometry.isGeometry ) {
  16772. // create a data structure that contains all edges without duplicates
  16773. var faces = geometry.faces;
  16774. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16775. var face = faces[ i ];
  16776. for ( j = 0; j < 3; j ++ ) {
  16777. edge1 = face[ keys[ j ] ];
  16778. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16779. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16780. edge[ 1 ] = Math.max( edge1, edge2 );
  16781. key = edge[ 0 ] + ',' + edge[ 1 ];
  16782. if ( edges[ key ] === undefined ) {
  16783. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16784. }
  16785. }
  16786. }
  16787. // generate vertices
  16788. for ( key in edges ) {
  16789. e = edges[ key ];
  16790. vertex = geometry.vertices[ e.index1 ];
  16791. vertices.push( vertex.x, vertex.y, vertex.z );
  16792. vertex = geometry.vertices[ e.index2 ];
  16793. vertices.push( vertex.x, vertex.y, vertex.z );
  16794. }
  16795. } else if ( geometry && geometry.isBufferGeometry ) {
  16796. var position, indices, groups;
  16797. var group, start, count;
  16798. var index1, index2;
  16799. vertex = new Vector3();
  16800. if ( geometry.index !== null ) {
  16801. // indexed BufferGeometry
  16802. position = geometry.attributes.position;
  16803. indices = geometry.index;
  16804. groups = geometry.groups;
  16805. if ( groups.length === 0 ) {
  16806. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16807. }
  16808. // create a data structure that contains all eges without duplicates
  16809. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16810. group = groups[ o ];
  16811. start = group.start;
  16812. count = group.count;
  16813. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16814. for ( j = 0; j < 3; j ++ ) {
  16815. edge1 = indices.getX( i + j );
  16816. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16817. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16818. edge[ 1 ] = Math.max( edge1, edge2 );
  16819. key = edge[ 0 ] + ',' + edge[ 1 ];
  16820. if ( edges[ key ] === undefined ) {
  16821. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16822. }
  16823. }
  16824. }
  16825. }
  16826. // generate vertices
  16827. for ( key in edges ) {
  16828. e = edges[ key ];
  16829. vertex.fromBufferAttribute( position, e.index1 );
  16830. vertices.push( vertex.x, vertex.y, vertex.z );
  16831. vertex.fromBufferAttribute( position, e.index2 );
  16832. vertices.push( vertex.x, vertex.y, vertex.z );
  16833. }
  16834. } else {
  16835. // non-indexed BufferGeometry
  16836. position = geometry.attributes.position;
  16837. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16838. for ( j = 0; j < 3; j ++ ) {
  16839. // three edges per triangle, an edge is represented as (index1, index2)
  16840. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16841. index1 = 3 * i + j;
  16842. vertex.fromBufferAttribute( position, index1 );
  16843. vertices.push( vertex.x, vertex.y, vertex.z );
  16844. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16845. vertex.fromBufferAttribute( position, index2 );
  16846. vertices.push( vertex.x, vertex.y, vertex.z );
  16847. }
  16848. }
  16849. }
  16850. }
  16851. // build geometry
  16852. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16853. }
  16854. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16855. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16856. /**
  16857. * @author zz85 / https://github.com/zz85
  16858. * @author Mugen87 / https://github.com/Mugen87
  16859. *
  16860. * Parametric Surfaces Geometry
  16861. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16862. */
  16863. // ParametricGeometry
  16864. function ParametricGeometry( func, slices, stacks ) {
  16865. Geometry.call( this );
  16866. this.type = 'ParametricGeometry';
  16867. this.parameters = {
  16868. func: func,
  16869. slices: slices,
  16870. stacks: stacks
  16871. };
  16872. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16873. this.mergeVertices();
  16874. }
  16875. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16876. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16877. // ParametricBufferGeometry
  16878. function ParametricBufferGeometry( func, slices, stacks ) {
  16879. BufferGeometry.call( this );
  16880. this.type = 'ParametricBufferGeometry';
  16881. this.parameters = {
  16882. func: func,
  16883. slices: slices,
  16884. stacks: stacks
  16885. };
  16886. // buffers
  16887. var indices = [];
  16888. var vertices = [];
  16889. var normals = [];
  16890. var uvs = [];
  16891. var EPS = 0.00001;
  16892. var normal = new Vector3();
  16893. var p0 = new Vector3(), p1 = new Vector3();
  16894. var pu = new Vector3(), pv = new Vector3();
  16895. var i, j;
  16896. if ( func.length < 3 ) {
  16897. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16898. }
  16899. // generate vertices, normals and uvs
  16900. var sliceCount = slices + 1;
  16901. for ( i = 0; i <= stacks; i ++ ) {
  16902. var v = i / stacks;
  16903. for ( j = 0; j <= slices; j ++ ) {
  16904. var u = j / slices;
  16905. // vertex
  16906. func( u, v, p0 );
  16907. vertices.push( p0.x, p0.y, p0.z );
  16908. // normal
  16909. // approximate tangent vectors via finite differences
  16910. if ( u - EPS >= 0 ) {
  16911. func( u - EPS, v, p1 );
  16912. pu.subVectors( p0, p1 );
  16913. } else {
  16914. func( u + EPS, v, p1 );
  16915. pu.subVectors( p1, p0 );
  16916. }
  16917. if ( v - EPS >= 0 ) {
  16918. func( u, v - EPS, p1 );
  16919. pv.subVectors( p0, p1 );
  16920. } else {
  16921. func( u, v + EPS, p1 );
  16922. pv.subVectors( p1, p0 );
  16923. }
  16924. // cross product of tangent vectors returns surface normal
  16925. normal.crossVectors( pu, pv ).normalize();
  16926. normals.push( normal.x, normal.y, normal.z );
  16927. // uv
  16928. uvs.push( u, v );
  16929. }
  16930. }
  16931. // generate indices
  16932. for ( i = 0; i < stacks; i ++ ) {
  16933. for ( j = 0; j < slices; j ++ ) {
  16934. var a = i * sliceCount + j;
  16935. var b = i * sliceCount + j + 1;
  16936. var c = ( i + 1 ) * sliceCount + j + 1;
  16937. var d = ( i + 1 ) * sliceCount + j;
  16938. // faces one and two
  16939. indices.push( a, b, d );
  16940. indices.push( b, c, d );
  16941. }
  16942. }
  16943. // build geometry
  16944. this.setIndex( indices );
  16945. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16946. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16947. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16948. }
  16949. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16950. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16951. /**
  16952. * @author clockworkgeek / https://github.com/clockworkgeek
  16953. * @author timothypratley / https://github.com/timothypratley
  16954. * @author WestLangley / http://github.com/WestLangley
  16955. * @author Mugen87 / https://github.com/Mugen87
  16956. */
  16957. // PolyhedronGeometry
  16958. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16959. Geometry.call( this );
  16960. this.type = 'PolyhedronGeometry';
  16961. this.parameters = {
  16962. vertices: vertices,
  16963. indices: indices,
  16964. radius: radius,
  16965. detail: detail
  16966. };
  16967. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16968. this.mergeVertices();
  16969. }
  16970. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16971. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16972. // PolyhedronBufferGeometry
  16973. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16974. BufferGeometry.call( this );
  16975. this.type = 'PolyhedronBufferGeometry';
  16976. this.parameters = {
  16977. vertices: vertices,
  16978. indices: indices,
  16979. radius: radius,
  16980. detail: detail
  16981. };
  16982. radius = radius || 1;
  16983. detail = detail || 0;
  16984. // default buffer data
  16985. var vertexBuffer = [];
  16986. var uvBuffer = [];
  16987. // the subdivision creates the vertex buffer data
  16988. subdivide( detail );
  16989. // all vertices should lie on a conceptual sphere with a given radius
  16990. applyRadius( radius );
  16991. // finally, create the uv data
  16992. generateUVs();
  16993. // build non-indexed geometry
  16994. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16995. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16996. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16997. if ( detail === 0 ) {
  16998. this.computeVertexNormals(); // flat normals
  16999. } else {
  17000. this.normalizeNormals(); // smooth normals
  17001. }
  17002. // helper functions
  17003. function subdivide( detail ) {
  17004. var a = new Vector3();
  17005. var b = new Vector3();
  17006. var c = new Vector3();
  17007. // iterate over all faces and apply a subdivison with the given detail value
  17008. for ( var i = 0; i < indices.length; i += 3 ) {
  17009. // get the vertices of the face
  17010. getVertexByIndex( indices[ i + 0 ], a );
  17011. getVertexByIndex( indices[ i + 1 ], b );
  17012. getVertexByIndex( indices[ i + 2 ], c );
  17013. // perform subdivision
  17014. subdivideFace( a, b, c, detail );
  17015. }
  17016. }
  17017. function subdivideFace( a, b, c, detail ) {
  17018. var cols = Math.pow( 2, detail );
  17019. // we use this multidimensional array as a data structure for creating the subdivision
  17020. var v = [];
  17021. var i, j;
  17022. // construct all of the vertices for this subdivision
  17023. for ( i = 0; i <= cols; i ++ ) {
  17024. v[ i ] = [];
  17025. var aj = a.clone().lerp( c, i / cols );
  17026. var bj = b.clone().lerp( c, i / cols );
  17027. var rows = cols - i;
  17028. for ( j = 0; j <= rows; j ++ ) {
  17029. if ( j === 0 && i === cols ) {
  17030. v[ i ][ j ] = aj;
  17031. } else {
  17032. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17033. }
  17034. }
  17035. }
  17036. // construct all of the faces
  17037. for ( i = 0; i < cols; i ++ ) {
  17038. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  17039. var k = Math.floor( j / 2 );
  17040. if ( j % 2 === 0 ) {
  17041. pushVertex( v[ i ][ k + 1 ] );
  17042. pushVertex( v[ i + 1 ][ k ] );
  17043. pushVertex( v[ i ][ k ] );
  17044. } else {
  17045. pushVertex( v[ i ][ k + 1 ] );
  17046. pushVertex( v[ i + 1 ][ k + 1 ] );
  17047. pushVertex( v[ i + 1 ][ k ] );
  17048. }
  17049. }
  17050. }
  17051. }
  17052. function applyRadius( radius ) {
  17053. var vertex = new Vector3();
  17054. // iterate over the entire buffer and apply the radius to each vertex
  17055. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17056. vertex.x = vertexBuffer[ i + 0 ];
  17057. vertex.y = vertexBuffer[ i + 1 ];
  17058. vertex.z = vertexBuffer[ i + 2 ];
  17059. vertex.normalize().multiplyScalar( radius );
  17060. vertexBuffer[ i + 0 ] = vertex.x;
  17061. vertexBuffer[ i + 1 ] = vertex.y;
  17062. vertexBuffer[ i + 2 ] = vertex.z;
  17063. }
  17064. }
  17065. function generateUVs() {
  17066. var vertex = new Vector3();
  17067. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17068. vertex.x = vertexBuffer[ i + 0 ];
  17069. vertex.y = vertexBuffer[ i + 1 ];
  17070. vertex.z = vertexBuffer[ i + 2 ];
  17071. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17072. var v = inclination( vertex ) / Math.PI + 0.5;
  17073. uvBuffer.push( u, 1 - v );
  17074. }
  17075. correctUVs();
  17076. correctSeam();
  17077. }
  17078. function correctSeam() {
  17079. // handle case when face straddles the seam, see #3269
  17080. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17081. // uv data of a single face
  17082. var x0 = uvBuffer[ i + 0 ];
  17083. var x1 = uvBuffer[ i + 2 ];
  17084. var x2 = uvBuffer[ i + 4 ];
  17085. var max = Math.max( x0, x1, x2 );
  17086. var min = Math.min( x0, x1, x2 );
  17087. // 0.9 is somewhat arbitrary
  17088. if ( max > 0.9 && min < 0.1 ) {
  17089. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17090. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17091. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17092. }
  17093. }
  17094. }
  17095. function pushVertex( vertex ) {
  17096. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17097. }
  17098. function getVertexByIndex( index, vertex ) {
  17099. var stride = index * 3;
  17100. vertex.x = vertices[ stride + 0 ];
  17101. vertex.y = vertices[ stride + 1 ];
  17102. vertex.z = vertices[ stride + 2 ];
  17103. }
  17104. function correctUVs() {
  17105. var a = new Vector3();
  17106. var b = new Vector3();
  17107. var c = new Vector3();
  17108. var centroid = new Vector3();
  17109. var uvA = new Vector2();
  17110. var uvB = new Vector2();
  17111. var uvC = new Vector2();
  17112. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17113. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17114. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17115. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17116. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17117. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17118. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17119. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17120. var azi = azimuth( centroid );
  17121. correctUV( uvA, j + 0, a, azi );
  17122. correctUV( uvB, j + 2, b, azi );
  17123. correctUV( uvC, j + 4, c, azi );
  17124. }
  17125. }
  17126. function correctUV( uv, stride, vector, azimuth ) {
  17127. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17128. uvBuffer[ stride ] = uv.x - 1;
  17129. }
  17130. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17131. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17132. }
  17133. }
  17134. // Angle around the Y axis, counter-clockwise when looking from above.
  17135. function azimuth( vector ) {
  17136. return Math.atan2( vector.z, - vector.x );
  17137. }
  17138. // Angle above the XZ plane.
  17139. function inclination( vector ) {
  17140. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17141. }
  17142. }
  17143. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17144. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17145. /**
  17146. * @author timothypratley / https://github.com/timothypratley
  17147. * @author Mugen87 / https://github.com/Mugen87
  17148. */
  17149. // TetrahedronGeometry
  17150. function TetrahedronGeometry( radius, detail ) {
  17151. Geometry.call( this );
  17152. this.type = 'TetrahedronGeometry';
  17153. this.parameters = {
  17154. radius: radius,
  17155. detail: detail
  17156. };
  17157. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17158. this.mergeVertices();
  17159. }
  17160. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17161. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17162. // TetrahedronBufferGeometry
  17163. function TetrahedronBufferGeometry( radius, detail ) {
  17164. var vertices = [
  17165. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17166. ];
  17167. var indices = [
  17168. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17169. ];
  17170. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17171. this.type = 'TetrahedronBufferGeometry';
  17172. this.parameters = {
  17173. radius: radius,
  17174. detail: detail
  17175. };
  17176. }
  17177. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17178. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17179. /**
  17180. * @author timothypratley / https://github.com/timothypratley
  17181. * @author Mugen87 / https://github.com/Mugen87
  17182. */
  17183. // OctahedronGeometry
  17184. function OctahedronGeometry( radius, detail ) {
  17185. Geometry.call( this );
  17186. this.type = 'OctahedronGeometry';
  17187. this.parameters = {
  17188. radius: radius,
  17189. detail: detail
  17190. };
  17191. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17192. this.mergeVertices();
  17193. }
  17194. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17195. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17196. // OctahedronBufferGeometry
  17197. function OctahedronBufferGeometry( radius, detail ) {
  17198. var vertices = [
  17199. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17200. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17201. ];
  17202. var indices = [
  17203. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17204. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17205. 1, 3, 4, 1, 4, 2
  17206. ];
  17207. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17208. this.type = 'OctahedronBufferGeometry';
  17209. this.parameters = {
  17210. radius: radius,
  17211. detail: detail
  17212. };
  17213. }
  17214. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17215. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17216. /**
  17217. * @author timothypratley / https://github.com/timothypratley
  17218. * @author Mugen87 / https://github.com/Mugen87
  17219. */
  17220. // IcosahedronGeometry
  17221. function IcosahedronGeometry( radius, detail ) {
  17222. Geometry.call( this );
  17223. this.type = 'IcosahedronGeometry';
  17224. this.parameters = {
  17225. radius: radius,
  17226. detail: detail
  17227. };
  17228. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17229. this.mergeVertices();
  17230. }
  17231. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17232. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17233. // IcosahedronBufferGeometry
  17234. function IcosahedronBufferGeometry( radius, detail ) {
  17235. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17236. var vertices = [
  17237. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17238. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17239. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17240. ];
  17241. var indices = [
  17242. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17243. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17244. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17245. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17246. ];
  17247. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17248. this.type = 'IcosahedronBufferGeometry';
  17249. this.parameters = {
  17250. radius: radius,
  17251. detail: detail
  17252. };
  17253. }
  17254. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17255. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17256. /**
  17257. * @author Abe Pazos / https://hamoid.com
  17258. * @author Mugen87 / https://github.com/Mugen87
  17259. */
  17260. // DodecahedronGeometry
  17261. function DodecahedronGeometry( radius, detail ) {
  17262. Geometry.call( this );
  17263. this.type = 'DodecahedronGeometry';
  17264. this.parameters = {
  17265. radius: radius,
  17266. detail: detail
  17267. };
  17268. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17269. this.mergeVertices();
  17270. }
  17271. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17272. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17273. // DodecahedronBufferGeometry
  17274. function DodecahedronBufferGeometry( radius, detail ) {
  17275. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17276. var r = 1 / t;
  17277. var vertices = [
  17278. // (±1, ±1, ±1)
  17279. - 1, - 1, - 1, - 1, - 1, 1,
  17280. - 1, 1, - 1, - 1, 1, 1,
  17281. 1, - 1, - 1, 1, - 1, 1,
  17282. 1, 1, - 1, 1, 1, 1,
  17283. // (0, ±1/φ, ±φ)
  17284. 0, - r, - t, 0, - r, t,
  17285. 0, r, - t, 0, r, t,
  17286. // (±1/φ, ±φ, 0)
  17287. - r, - t, 0, - r, t, 0,
  17288. r, - t, 0, r, t, 0,
  17289. // (±φ, 0, ±1/φ)
  17290. - t, 0, - r, t, 0, - r,
  17291. - t, 0, r, t, 0, r
  17292. ];
  17293. var indices = [
  17294. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17295. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17296. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17297. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17298. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17299. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17300. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17301. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17302. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17303. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17304. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17305. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17306. ];
  17307. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17308. this.type = 'DodecahedronBufferGeometry';
  17309. this.parameters = {
  17310. radius: radius,
  17311. detail: detail
  17312. };
  17313. }
  17314. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17315. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17316. /**
  17317. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17318. * @author WestLangley / https://github.com/WestLangley
  17319. * @author zz85 / https://github.com/zz85
  17320. * @author miningold / https://github.com/miningold
  17321. * @author jonobr1 / https://github.com/jonobr1
  17322. * @author Mugen87 / https://github.com/Mugen87
  17323. *
  17324. */
  17325. // TubeGeometry
  17326. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17327. Geometry.call( this );
  17328. this.type = 'TubeGeometry';
  17329. this.parameters = {
  17330. path: path,
  17331. tubularSegments: tubularSegments,
  17332. radius: radius,
  17333. radialSegments: radialSegments,
  17334. closed: closed
  17335. };
  17336. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17337. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17338. // expose internals
  17339. this.tangents = bufferGeometry.tangents;
  17340. this.normals = bufferGeometry.normals;
  17341. this.binormals = bufferGeometry.binormals;
  17342. // create geometry
  17343. this.fromBufferGeometry( bufferGeometry );
  17344. this.mergeVertices();
  17345. }
  17346. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17347. TubeGeometry.prototype.constructor = TubeGeometry;
  17348. // TubeBufferGeometry
  17349. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17350. BufferGeometry.call( this );
  17351. this.type = 'TubeBufferGeometry';
  17352. this.parameters = {
  17353. path: path,
  17354. tubularSegments: tubularSegments,
  17355. radius: radius,
  17356. radialSegments: radialSegments,
  17357. closed: closed
  17358. };
  17359. tubularSegments = tubularSegments || 64;
  17360. radius = radius || 1;
  17361. radialSegments = radialSegments || 8;
  17362. closed = closed || false;
  17363. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17364. // expose internals
  17365. this.tangents = frames.tangents;
  17366. this.normals = frames.normals;
  17367. this.binormals = frames.binormals;
  17368. // helper variables
  17369. var vertex = new Vector3();
  17370. var normal = new Vector3();
  17371. var uv = new Vector2();
  17372. var P = new Vector3();
  17373. var i, j;
  17374. // buffer
  17375. var vertices = [];
  17376. var normals = [];
  17377. var uvs = [];
  17378. var indices = [];
  17379. // create buffer data
  17380. generateBufferData();
  17381. // build geometry
  17382. this.setIndex( indices );
  17383. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17384. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17385. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17386. // functions
  17387. function generateBufferData() {
  17388. for ( i = 0; i < tubularSegments; i ++ ) {
  17389. generateSegment( i );
  17390. }
  17391. // if the geometry is not closed, generate the last row of vertices and normals
  17392. // at the regular position on the given path
  17393. //
  17394. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17395. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17396. // uvs are generated in a separate function.
  17397. // this makes it easy compute correct values for closed geometries
  17398. generateUVs();
  17399. // finally create faces
  17400. generateIndices();
  17401. }
  17402. function generateSegment( i ) {
  17403. // we use getPointAt to sample evenly distributed points from the given path
  17404. P = path.getPointAt( i / tubularSegments, P );
  17405. // retrieve corresponding normal and binormal
  17406. var N = frames.normals[ i ];
  17407. var B = frames.binormals[ i ];
  17408. // generate normals and vertices for the current segment
  17409. for ( j = 0; j <= radialSegments; j ++ ) {
  17410. var v = j / radialSegments * Math.PI * 2;
  17411. var sin = Math.sin( v );
  17412. var cos = - Math.cos( v );
  17413. // normal
  17414. normal.x = ( cos * N.x + sin * B.x );
  17415. normal.y = ( cos * N.y + sin * B.y );
  17416. normal.z = ( cos * N.z + sin * B.z );
  17417. normal.normalize();
  17418. normals.push( normal.x, normal.y, normal.z );
  17419. // vertex
  17420. vertex.x = P.x + radius * normal.x;
  17421. vertex.y = P.y + radius * normal.y;
  17422. vertex.z = P.z + radius * normal.z;
  17423. vertices.push( vertex.x, vertex.y, vertex.z );
  17424. }
  17425. }
  17426. function generateIndices() {
  17427. for ( j = 1; j <= tubularSegments; j ++ ) {
  17428. for ( i = 1; i <= radialSegments; i ++ ) {
  17429. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17430. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17431. var c = ( radialSegments + 1 ) * j + i;
  17432. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17433. // faces
  17434. indices.push( a, b, d );
  17435. indices.push( b, c, d );
  17436. }
  17437. }
  17438. }
  17439. function generateUVs() {
  17440. for ( i = 0; i <= tubularSegments; i ++ ) {
  17441. for ( j = 0; j <= radialSegments; j ++ ) {
  17442. uv.x = i / tubularSegments;
  17443. uv.y = j / radialSegments;
  17444. uvs.push( uv.x, uv.y );
  17445. }
  17446. }
  17447. }
  17448. }
  17449. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17450. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17451. TubeBufferGeometry.prototype.toJSON = function () {
  17452. var data = BufferGeometry.prototype.toJSON.call( this );
  17453. data.path = this.parameters.path.toJSON();
  17454. return data;
  17455. };
  17456. /**
  17457. * @author oosmoxiecode
  17458. * @author Mugen87 / https://github.com/Mugen87
  17459. *
  17460. * based on http://www.blackpawn.com/texts/pqtorus/
  17461. */
  17462. // TorusKnotGeometry
  17463. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17464. Geometry.call( this );
  17465. this.type = 'TorusKnotGeometry';
  17466. this.parameters = {
  17467. radius: radius,
  17468. tube: tube,
  17469. tubularSegments: tubularSegments,
  17470. radialSegments: radialSegments,
  17471. p: p,
  17472. q: q
  17473. };
  17474. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17475. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17476. this.mergeVertices();
  17477. }
  17478. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17479. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17480. // TorusKnotBufferGeometry
  17481. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17482. BufferGeometry.call( this );
  17483. this.type = 'TorusKnotBufferGeometry';
  17484. this.parameters = {
  17485. radius: radius,
  17486. tube: tube,
  17487. tubularSegments: tubularSegments,
  17488. radialSegments: radialSegments,
  17489. p: p,
  17490. q: q
  17491. };
  17492. radius = radius || 1;
  17493. tube = tube || 0.4;
  17494. tubularSegments = Math.floor( tubularSegments ) || 64;
  17495. radialSegments = Math.floor( radialSegments ) || 8;
  17496. p = p || 2;
  17497. q = q || 3;
  17498. // buffers
  17499. var indices = [];
  17500. var vertices = [];
  17501. var normals = [];
  17502. var uvs = [];
  17503. // helper variables
  17504. var i, j;
  17505. var vertex = new Vector3();
  17506. var normal = new Vector3();
  17507. var P1 = new Vector3();
  17508. var P2 = new Vector3();
  17509. var B = new Vector3();
  17510. var T = new Vector3();
  17511. var N = new Vector3();
  17512. // generate vertices, normals and uvs
  17513. for ( i = 0; i <= tubularSegments; ++ i ) {
  17514. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17515. var u = i / tubularSegments * p * Math.PI * 2;
  17516. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17517. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17518. calculatePositionOnCurve( u, p, q, radius, P1 );
  17519. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17520. // calculate orthonormal basis
  17521. T.subVectors( P2, P1 );
  17522. N.addVectors( P2, P1 );
  17523. B.crossVectors( T, N );
  17524. N.crossVectors( B, T );
  17525. // normalize B, N. T can be ignored, we don't use it
  17526. B.normalize();
  17527. N.normalize();
  17528. for ( j = 0; j <= radialSegments; ++ j ) {
  17529. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17530. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17531. var v = j / radialSegments * Math.PI * 2;
  17532. var cx = - tube * Math.cos( v );
  17533. var cy = tube * Math.sin( v );
  17534. // now calculate the final vertex position.
  17535. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17536. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17537. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17538. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17539. vertices.push( vertex.x, vertex.y, vertex.z );
  17540. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17541. normal.subVectors( vertex, P1 ).normalize();
  17542. normals.push( normal.x, normal.y, normal.z );
  17543. // uv
  17544. uvs.push( i / tubularSegments );
  17545. uvs.push( j / radialSegments );
  17546. }
  17547. }
  17548. // generate indices
  17549. for ( j = 1; j <= tubularSegments; j ++ ) {
  17550. for ( i = 1; i <= radialSegments; i ++ ) {
  17551. // indices
  17552. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17553. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17554. var c = ( radialSegments + 1 ) * j + i;
  17555. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17556. // faces
  17557. indices.push( a, b, d );
  17558. indices.push( b, c, d );
  17559. }
  17560. }
  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. // this function calculates the current position on the torus curve
  17567. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17568. var cu = Math.cos( u );
  17569. var su = Math.sin( u );
  17570. var quOverP = q / p * u;
  17571. var cs = Math.cos( quOverP );
  17572. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17573. position.y = radius * ( 2 + cs ) * su * 0.5;
  17574. position.z = radius * Math.sin( quOverP ) * 0.5;
  17575. }
  17576. }
  17577. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17578. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17579. /**
  17580. * @author oosmoxiecode
  17581. * @author mrdoob / http://mrdoob.com/
  17582. * @author Mugen87 / https://github.com/Mugen87
  17583. */
  17584. // TorusGeometry
  17585. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17586. Geometry.call( this );
  17587. this.type = 'TorusGeometry';
  17588. this.parameters = {
  17589. radius: radius,
  17590. tube: tube,
  17591. radialSegments: radialSegments,
  17592. tubularSegments: tubularSegments,
  17593. arc: arc
  17594. };
  17595. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17596. this.mergeVertices();
  17597. }
  17598. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17599. TorusGeometry.prototype.constructor = TorusGeometry;
  17600. // TorusBufferGeometry
  17601. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17602. BufferGeometry.call( this );
  17603. this.type = 'TorusBufferGeometry';
  17604. this.parameters = {
  17605. radius: radius,
  17606. tube: tube,
  17607. radialSegments: radialSegments,
  17608. tubularSegments: tubularSegments,
  17609. arc: arc
  17610. };
  17611. radius = radius || 1;
  17612. tube = tube || 0.4;
  17613. radialSegments = Math.floor( radialSegments ) || 8;
  17614. tubularSegments = Math.floor( tubularSegments ) || 6;
  17615. arc = arc || Math.PI * 2;
  17616. // buffers
  17617. var indices = [];
  17618. var vertices = [];
  17619. var normals = [];
  17620. var uvs = [];
  17621. // helper variables
  17622. var center = new Vector3();
  17623. var vertex = new Vector3();
  17624. var normal = new Vector3();
  17625. var j, i;
  17626. // generate vertices, normals and uvs
  17627. for ( j = 0; j <= radialSegments; j ++ ) {
  17628. for ( i = 0; i <= tubularSegments; i ++ ) {
  17629. var u = i / tubularSegments * arc;
  17630. var v = j / radialSegments * Math.PI * 2;
  17631. // vertex
  17632. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17633. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17634. vertex.z = tube * Math.sin( v );
  17635. vertices.push( vertex.x, vertex.y, vertex.z );
  17636. // normal
  17637. center.x = radius * Math.cos( u );
  17638. center.y = radius * Math.sin( u );
  17639. normal.subVectors( vertex, center ).normalize();
  17640. normals.push( normal.x, normal.y, normal.z );
  17641. // uv
  17642. uvs.push( i / tubularSegments );
  17643. uvs.push( j / radialSegments );
  17644. }
  17645. }
  17646. // generate indices
  17647. for ( j = 1; j <= radialSegments; j ++ ) {
  17648. for ( i = 1; i <= tubularSegments; i ++ ) {
  17649. // indices
  17650. var a = ( tubularSegments + 1 ) * j + i - 1;
  17651. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17652. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17653. var d = ( tubularSegments + 1 ) * j + i;
  17654. // faces
  17655. indices.push( a, b, d );
  17656. indices.push( b, c, d );
  17657. }
  17658. }
  17659. // build geometry
  17660. this.setIndex( indices );
  17661. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17662. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17663. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17664. }
  17665. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17666. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17667. /**
  17668. * @author Mugen87 / https://github.com/Mugen87
  17669. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17670. */
  17671. var Earcut = {
  17672. triangulate: function ( data, holeIndices, dim ) {
  17673. dim = dim || 2;
  17674. var hasHoles = holeIndices && holeIndices.length,
  17675. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17676. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17677. triangles = [];
  17678. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17679. var minX, minY, maxX, maxY, x, y, invSize;
  17680. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17681. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17682. if ( data.length > 80 * dim ) {
  17683. minX = maxX = data[ 0 ];
  17684. minY = maxY = data[ 1 ];
  17685. for ( var i = dim; i < outerLen; i += dim ) {
  17686. x = data[ i ];
  17687. y = data[ i + 1 ];
  17688. if ( x < minX ) { minX = x; }
  17689. if ( y < minY ) { minY = y; }
  17690. if ( x > maxX ) { maxX = x; }
  17691. if ( y > maxY ) { maxY = y; }
  17692. }
  17693. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17694. invSize = Math.max( maxX - minX, maxY - minY );
  17695. invSize = invSize !== 0 ? 1 / invSize : 0;
  17696. }
  17697. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17698. return triangles;
  17699. }
  17700. };
  17701. // create a circular doubly linked list from polygon points in the specified winding order
  17702. function linkedList( data, start, end, dim, clockwise ) {
  17703. var i, last;
  17704. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17705. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17706. } else {
  17707. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17708. }
  17709. if ( last && equals( last, last.next ) ) {
  17710. removeNode( last );
  17711. last = last.next;
  17712. }
  17713. return last;
  17714. }
  17715. // eliminate colinear or duplicate points
  17716. function filterPoints( start, end ) {
  17717. if ( ! start ) { return start; }
  17718. if ( ! end ) { end = start; }
  17719. var p = start,
  17720. again;
  17721. do {
  17722. again = false;
  17723. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17724. removeNode( p );
  17725. p = end = p.prev;
  17726. if ( p === p.next ) { break; }
  17727. again = true;
  17728. } else {
  17729. p = p.next;
  17730. }
  17731. } while ( again || p !== end );
  17732. return end;
  17733. }
  17734. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17735. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17736. if ( ! ear ) { return; }
  17737. // interlink polygon nodes in z-order
  17738. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17739. var stop = ear,
  17740. prev, next;
  17741. // iterate through ears, slicing them one by one
  17742. while ( ear.prev !== ear.next ) {
  17743. prev = ear.prev;
  17744. next = ear.next;
  17745. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17746. // cut off the triangle
  17747. triangles.push( prev.i / dim );
  17748. triangles.push( ear.i / dim );
  17749. triangles.push( next.i / dim );
  17750. removeNode( ear );
  17751. // skipping the next vertex leads to less sliver triangles
  17752. ear = next.next;
  17753. stop = next.next;
  17754. continue;
  17755. }
  17756. ear = next;
  17757. // if we looped through the whole remaining polygon and can't find any more ears
  17758. if ( ear === stop ) {
  17759. // try filtering points and slicing again
  17760. if ( ! pass ) {
  17761. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17762. // if this didn't work, try curing all small self-intersections locally
  17763. } else if ( pass === 1 ) {
  17764. ear = cureLocalIntersections( ear, triangles, dim );
  17765. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17766. // as a last resort, try splitting the remaining polygon into two
  17767. } else if ( pass === 2 ) {
  17768. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17769. }
  17770. break;
  17771. }
  17772. }
  17773. }
  17774. // check whether a polygon node forms a valid ear with adjacent nodes
  17775. function isEar( ear ) {
  17776. var a = ear.prev,
  17777. b = ear,
  17778. c = ear.next;
  17779. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17780. // now make sure we don't have other points inside the potential ear
  17781. var p = ear.next.next;
  17782. while ( p !== ear.prev ) {
  17783. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17784. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17785. p = p.next;
  17786. }
  17787. return true;
  17788. }
  17789. function isEarHashed( ear, minX, minY, invSize ) {
  17790. var a = ear.prev,
  17791. b = ear,
  17792. c = ear.next;
  17793. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17794. // triangle bbox; min & max are calculated like this for speed
  17795. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17796. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17797. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17798. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17799. // z-order range for the current triangle bbox;
  17800. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17801. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17802. var p = ear.prevZ,
  17803. n = ear.nextZ;
  17804. // look for points inside the triangle in both directions
  17805. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17806. if ( p !== ear.prev && p !== ear.next &&
  17807. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17808. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17809. p = p.prevZ;
  17810. if ( n !== ear.prev && n !== ear.next &&
  17811. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17812. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17813. n = n.nextZ;
  17814. }
  17815. // look for remaining points in decreasing z-order
  17816. while ( p && p.z >= minZ ) {
  17817. if ( p !== ear.prev && p !== ear.next &&
  17818. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17819. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17820. p = p.prevZ;
  17821. }
  17822. // look for remaining points in increasing z-order
  17823. while ( n && n.z <= maxZ ) {
  17824. if ( n !== ear.prev && n !== ear.next &&
  17825. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17826. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17827. n = n.nextZ;
  17828. }
  17829. return true;
  17830. }
  17831. // go through all polygon nodes and cure small local self-intersections
  17832. function cureLocalIntersections( start, triangles, dim ) {
  17833. var p = start;
  17834. do {
  17835. var a = p.prev,
  17836. b = p.next.next;
  17837. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17838. triangles.push( a.i / dim );
  17839. triangles.push( p.i / dim );
  17840. triangles.push( b.i / dim );
  17841. // remove two nodes involved
  17842. removeNode( p );
  17843. removeNode( p.next );
  17844. p = start = b;
  17845. }
  17846. p = p.next;
  17847. } while ( p !== start );
  17848. return p;
  17849. }
  17850. // try splitting polygon into two and triangulate them independently
  17851. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17852. // look for a valid diagonal that divides the polygon into two
  17853. var a = start;
  17854. do {
  17855. var b = a.next.next;
  17856. while ( b !== a.prev ) {
  17857. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17858. // split the polygon in two by the diagonal
  17859. var c = splitPolygon( a, b );
  17860. // filter colinear points around the cuts
  17861. a = filterPoints( a, a.next );
  17862. c = filterPoints( c, c.next );
  17863. // run earcut on each half
  17864. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17865. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17866. return;
  17867. }
  17868. b = b.next;
  17869. }
  17870. a = a.next;
  17871. } while ( a !== start );
  17872. }
  17873. // link every hole into the outer loop, producing a single-ring polygon without holes
  17874. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17875. var queue = [],
  17876. i, len, start, end, list;
  17877. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17878. start = holeIndices[ i ] * dim;
  17879. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17880. list = linkedList( data, start, end, dim, false );
  17881. if ( list === list.next ) { list.steiner = true; }
  17882. queue.push( getLeftmost( list ) );
  17883. }
  17884. queue.sort( compareX );
  17885. // process holes from left to right
  17886. for ( i = 0; i < queue.length; i ++ ) {
  17887. eliminateHole( queue[ i ], outerNode );
  17888. outerNode = filterPoints( outerNode, outerNode.next );
  17889. }
  17890. return outerNode;
  17891. }
  17892. function compareX( a, b ) {
  17893. return a.x - b.x;
  17894. }
  17895. // find a bridge between vertices that connects hole with an outer ring and and link it
  17896. function eliminateHole( hole, outerNode ) {
  17897. outerNode = findHoleBridge( hole, outerNode );
  17898. if ( outerNode ) {
  17899. var b = splitPolygon( outerNode, hole );
  17900. filterPoints( b, b.next );
  17901. }
  17902. }
  17903. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17904. function findHoleBridge( hole, outerNode ) {
  17905. var p = outerNode,
  17906. hx = hole.x,
  17907. hy = hole.y,
  17908. qx = - Infinity,
  17909. m;
  17910. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17911. // segment's endpoint with lesser x will be potential connection point
  17912. do {
  17913. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17914. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17915. if ( x <= hx && x > qx ) {
  17916. qx = x;
  17917. if ( x === hx ) {
  17918. if ( hy === p.y ) { return p; }
  17919. if ( hy === p.next.y ) { return p.next; }
  17920. }
  17921. m = p.x < p.next.x ? p : p.next;
  17922. }
  17923. }
  17924. p = p.next;
  17925. } while ( p !== outerNode );
  17926. if ( ! m ) { return null; }
  17927. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17928. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17929. // if there are no points found, we have a valid connection;
  17930. // otherwise choose the point of the minimum angle with the ray as connection point
  17931. var stop = m,
  17932. mx = m.x,
  17933. my = m.y,
  17934. tanMin = Infinity,
  17935. tan;
  17936. p = m.next;
  17937. while ( p !== stop ) {
  17938. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17939. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17940. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17941. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17942. m = p;
  17943. tanMin = tan;
  17944. }
  17945. }
  17946. p = p.next;
  17947. }
  17948. return m;
  17949. }
  17950. // interlink polygon nodes in z-order
  17951. function indexCurve( start, minX, minY, invSize ) {
  17952. var p = start;
  17953. do {
  17954. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17955. p.prevZ = p.prev;
  17956. p.nextZ = p.next;
  17957. p = p.next;
  17958. } while ( p !== start );
  17959. p.prevZ.nextZ = null;
  17960. p.prevZ = null;
  17961. sortLinked( p );
  17962. }
  17963. // Simon Tatham's linked list merge sort algorithm
  17964. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17965. function sortLinked( list ) {
  17966. var i, p, q, e, tail, numMerges, pSize, qSize,
  17967. inSize = 1;
  17968. do {
  17969. p = list;
  17970. list = null;
  17971. tail = null;
  17972. numMerges = 0;
  17973. while ( p ) {
  17974. numMerges ++;
  17975. q = p;
  17976. pSize = 0;
  17977. for ( i = 0; i < inSize; i ++ ) {
  17978. pSize ++;
  17979. q = q.nextZ;
  17980. if ( ! q ) { break; }
  17981. }
  17982. qSize = inSize;
  17983. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17984. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17985. e = p;
  17986. p = p.nextZ;
  17987. pSize --;
  17988. } else {
  17989. e = q;
  17990. q = q.nextZ;
  17991. qSize --;
  17992. }
  17993. if ( tail ) { tail.nextZ = e; }
  17994. else { list = e; }
  17995. e.prevZ = tail;
  17996. tail = e;
  17997. }
  17998. p = q;
  17999. }
  18000. tail.nextZ = null;
  18001. inSize *= 2;
  18002. } while ( numMerges > 1 );
  18003. return list;
  18004. }
  18005. // z-order of a point given coords and inverse of the longer side of data bbox
  18006. function zOrder( x, y, minX, minY, invSize ) {
  18007. // coords are transformed into non-negative 15-bit integer range
  18008. x = 32767 * ( x - minX ) * invSize;
  18009. y = 32767 * ( y - minY ) * invSize;
  18010. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18011. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18012. x = ( x | ( x << 2 ) ) & 0x33333333;
  18013. x = ( x | ( x << 1 ) ) & 0x55555555;
  18014. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18015. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18016. y = ( y | ( y << 2 ) ) & 0x33333333;
  18017. y = ( y | ( y << 1 ) ) & 0x55555555;
  18018. return x | ( y << 1 );
  18019. }
  18020. // find the leftmost node of a polygon ring
  18021. function getLeftmost( start ) {
  18022. var p = start,
  18023. leftmost = start;
  18024. do {
  18025. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18026. p = p.next;
  18027. } while ( p !== start );
  18028. return leftmost;
  18029. }
  18030. // check if a point lies within a convex triangle
  18031. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18032. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18033. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18034. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18035. }
  18036. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18037. function isValidDiagonal( a, b ) {
  18038. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  18039. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  18040. }
  18041. // signed area of a triangle
  18042. function area( p, q, r ) {
  18043. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18044. }
  18045. // check if two points are equal
  18046. function equals( p1, p2 ) {
  18047. return p1.x === p2.x && p1.y === p2.y;
  18048. }
  18049. // check if two segments intersect
  18050. function intersects( p1, q1, p2, q2 ) {
  18051. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  18052. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  18053. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  18054. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  18055. }
  18056. // check if a polygon diagonal intersects any polygon segments
  18057. function intersectsPolygon( a, b ) {
  18058. var p = a;
  18059. do {
  18060. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18061. intersects( p, p.next, a, b ) ) { return true; }
  18062. p = p.next;
  18063. } while ( p !== a );
  18064. return false;
  18065. }
  18066. // check if a polygon diagonal is locally inside the polygon
  18067. function locallyInside( a, b ) {
  18068. return area( a.prev, a, a.next ) < 0 ?
  18069. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18070. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18071. }
  18072. // check if the middle point of a polygon diagonal is inside the polygon
  18073. function middleInside( a, b ) {
  18074. var p = a,
  18075. inside = false,
  18076. px = ( a.x + b.x ) / 2,
  18077. py = ( a.y + b.y ) / 2;
  18078. do {
  18079. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18080. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18081. { inside = ! inside; }
  18082. p = p.next;
  18083. } while ( p !== a );
  18084. return inside;
  18085. }
  18086. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18087. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18088. function splitPolygon( a, b ) {
  18089. var a2 = new Node( a.i, a.x, a.y ),
  18090. b2 = new Node( b.i, b.x, b.y ),
  18091. an = a.next,
  18092. bp = b.prev;
  18093. a.next = b;
  18094. b.prev = a;
  18095. a2.next = an;
  18096. an.prev = a2;
  18097. b2.next = a2;
  18098. a2.prev = b2;
  18099. bp.next = b2;
  18100. b2.prev = bp;
  18101. return b2;
  18102. }
  18103. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18104. function insertNode( i, x, y, last ) {
  18105. var p = new Node( i, x, y );
  18106. if ( ! last ) {
  18107. p.prev = p;
  18108. p.next = p;
  18109. } else {
  18110. p.next = last.next;
  18111. p.prev = last;
  18112. last.next.prev = p;
  18113. last.next = p;
  18114. }
  18115. return p;
  18116. }
  18117. function removeNode( p ) {
  18118. p.next.prev = p.prev;
  18119. p.prev.next = p.next;
  18120. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18121. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18122. }
  18123. function Node( i, x, y ) {
  18124. // vertex index in coordinates array
  18125. this.i = i;
  18126. // vertex coordinates
  18127. this.x = x;
  18128. this.y = y;
  18129. // previous and next vertex nodes in a polygon ring
  18130. this.prev = null;
  18131. this.next = null;
  18132. // z-order curve value
  18133. this.z = null;
  18134. // previous and next nodes in z-order
  18135. this.prevZ = null;
  18136. this.nextZ = null;
  18137. // indicates whether this is a steiner point
  18138. this.steiner = false;
  18139. }
  18140. function signedArea( data, start, end, dim ) {
  18141. var sum = 0;
  18142. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18143. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18144. j = i;
  18145. }
  18146. return sum;
  18147. }
  18148. /**
  18149. * @author zz85 / http://www.lab4games.net/zz85/blog
  18150. */
  18151. var ShapeUtils = {
  18152. // calculate area of the contour polygon
  18153. area: function ( contour ) {
  18154. var n = contour.length;
  18155. var a = 0.0;
  18156. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18157. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18158. }
  18159. return a * 0.5;
  18160. },
  18161. isClockWise: function ( pts ) {
  18162. return ShapeUtils.area( pts ) < 0;
  18163. },
  18164. triangulateShape: function ( contour, holes ) {
  18165. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18166. var holeIndices = []; // array of hole indices
  18167. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18168. removeDupEndPts( contour );
  18169. addContour( vertices, contour );
  18170. //
  18171. var holeIndex = contour.length;
  18172. holes.forEach( removeDupEndPts );
  18173. for ( var i = 0; i < holes.length; i ++ ) {
  18174. holeIndices.push( holeIndex );
  18175. holeIndex += holes[ i ].length;
  18176. addContour( vertices, holes[ i ] );
  18177. }
  18178. //
  18179. var triangles = Earcut.triangulate( vertices, holeIndices );
  18180. //
  18181. for ( var i = 0; i < triangles.length; i += 3 ) {
  18182. faces.push( triangles.slice( i, i + 3 ) );
  18183. }
  18184. return faces;
  18185. }
  18186. };
  18187. function removeDupEndPts( points ) {
  18188. var l = points.length;
  18189. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18190. points.pop();
  18191. }
  18192. }
  18193. function addContour( vertices, contour ) {
  18194. for ( var i = 0; i < contour.length; i ++ ) {
  18195. vertices.push( contour[ i ].x );
  18196. vertices.push( contour[ i ].y );
  18197. }
  18198. }
  18199. /**
  18200. * @author zz85 / http://www.lab4games.net/zz85/blog
  18201. *
  18202. * Creates extruded geometry from a path shape.
  18203. *
  18204. * parameters = {
  18205. *
  18206. * curveSegments: <int>, // number of points on the curves
  18207. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18208. * depth: <float>, // Depth to extrude the shape
  18209. *
  18210. * bevelEnabled: <bool>, // turn on bevel
  18211. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18212. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18213. * bevelOffset: <float>, // how far from shape outline does bevel start
  18214. * bevelSegments: <int>, // number of bevel layers
  18215. *
  18216. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18217. *
  18218. * UVGenerator: <Object> // object that provides UV generator functions
  18219. *
  18220. * }
  18221. */
  18222. // ExtrudeGeometry
  18223. function ExtrudeGeometry( shapes, options ) {
  18224. Geometry.call( this );
  18225. this.type = 'ExtrudeGeometry';
  18226. this.parameters = {
  18227. shapes: shapes,
  18228. options: options
  18229. };
  18230. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18231. this.mergeVertices();
  18232. }
  18233. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18234. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18235. ExtrudeGeometry.prototype.toJSON = function () {
  18236. var data = Geometry.prototype.toJSON.call( this );
  18237. var shapes = this.parameters.shapes;
  18238. var options = this.parameters.options;
  18239. return toJSON( shapes, options, data );
  18240. };
  18241. // ExtrudeBufferGeometry
  18242. function ExtrudeBufferGeometry( shapes, options ) {
  18243. BufferGeometry.call( this );
  18244. this.type = 'ExtrudeBufferGeometry';
  18245. this.parameters = {
  18246. shapes: shapes,
  18247. options: options
  18248. };
  18249. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18250. var scope = this;
  18251. var verticesArray = [];
  18252. var uvArray = [];
  18253. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18254. var shape = shapes[ i ];
  18255. addShape( shape );
  18256. }
  18257. // build geometry
  18258. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18259. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18260. this.computeVertexNormals();
  18261. // functions
  18262. function addShape( shape ) {
  18263. var placeholder = [];
  18264. // options
  18265. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18266. var steps = options.steps !== undefined ? options.steps : 1;
  18267. var depth = options.depth !== undefined ? options.depth : 100;
  18268. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18269. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18270. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18271. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18272. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18273. var extrudePath = options.extrudePath;
  18274. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18275. // deprecated options
  18276. if ( options.amount !== undefined ) {
  18277. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18278. depth = options.amount;
  18279. }
  18280. //
  18281. var extrudePts, extrudeByPath = false;
  18282. var splineTube, binormal, normal, position2;
  18283. if ( extrudePath ) {
  18284. extrudePts = extrudePath.getSpacedPoints( steps );
  18285. extrudeByPath = true;
  18286. bevelEnabled = false; // bevels not supported for path extrusion
  18287. // SETUP TNB variables
  18288. // TODO1 - have a .isClosed in spline?
  18289. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18290. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18291. binormal = new Vector3();
  18292. normal = new Vector3();
  18293. position2 = new Vector3();
  18294. }
  18295. // Safeguards if bevels are not enabled
  18296. if ( ! bevelEnabled ) {
  18297. bevelSegments = 0;
  18298. bevelThickness = 0;
  18299. bevelSize = 0;
  18300. bevelOffset = 0;
  18301. }
  18302. // Variables initialization
  18303. var ahole, h, hl; // looping of holes
  18304. var shapePoints = shape.extractPoints( curveSegments );
  18305. var vertices = shapePoints.shape;
  18306. var holes = shapePoints.holes;
  18307. var reverse = ! ShapeUtils.isClockWise( vertices );
  18308. if ( reverse ) {
  18309. vertices = vertices.reverse();
  18310. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18311. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18312. ahole = holes[ h ];
  18313. if ( ShapeUtils.isClockWise( ahole ) ) {
  18314. holes[ h ] = ahole.reverse();
  18315. }
  18316. }
  18317. }
  18318. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18319. /* Vertices */
  18320. var contour = vertices; // vertices has all points but contour has only points of circumference
  18321. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18322. ahole = holes[ h ];
  18323. vertices = vertices.concat( ahole );
  18324. }
  18325. function scalePt2( pt, vec, size ) {
  18326. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18327. return vec.clone().multiplyScalar( size ).add( pt );
  18328. }
  18329. var b, bs, t, z,
  18330. vert, vlen = vertices.length,
  18331. face, flen = faces.length;
  18332. // Find directions for point movement
  18333. function getBevelVec( inPt, inPrev, inNext ) {
  18334. // computes for inPt the corresponding point inPt' on a new contour
  18335. // shifted by 1 unit (length of normalized vector) to the left
  18336. // if we walk along contour clockwise, this new contour is outside the old one
  18337. //
  18338. // inPt' is the intersection of the two lines parallel to the two
  18339. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18340. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18341. // good reading for geometry algorithms (here: line-line intersection)
  18342. // http://geomalgorithms.com/a05-_intersect-1.html
  18343. var v_prev_x = inPt.x - inPrev.x,
  18344. v_prev_y = inPt.y - inPrev.y;
  18345. var v_next_x = inNext.x - inPt.x,
  18346. v_next_y = inNext.y - inPt.y;
  18347. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18348. // check for collinear edges
  18349. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18350. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18351. // not collinear
  18352. // length of vectors for normalizing
  18353. var v_prev_len = Math.sqrt( v_prev_lensq );
  18354. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18355. // shift adjacent points by unit vectors to the left
  18356. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18357. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18358. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18359. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18360. // scaling factor for v_prev to intersection point
  18361. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18362. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18363. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18364. // vector from inPt to intersection point
  18365. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18366. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18367. // Don't normalize!, otherwise sharp corners become ugly
  18368. // but prevent crazy spikes
  18369. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18370. if ( v_trans_lensq <= 2 ) {
  18371. return new Vector2( v_trans_x, v_trans_y );
  18372. } else {
  18373. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18374. }
  18375. } else {
  18376. // handle special case of collinear edges
  18377. var direction_eq = false; // assumes: opposite
  18378. if ( v_prev_x > Number.EPSILON ) {
  18379. if ( v_next_x > Number.EPSILON ) {
  18380. direction_eq = true;
  18381. }
  18382. } else {
  18383. if ( v_prev_x < - Number.EPSILON ) {
  18384. if ( v_next_x < - Number.EPSILON ) {
  18385. direction_eq = true;
  18386. }
  18387. } else {
  18388. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18389. direction_eq = true;
  18390. }
  18391. }
  18392. }
  18393. if ( direction_eq ) {
  18394. // console.log("Warning: lines are a straight sequence");
  18395. v_trans_x = - v_prev_y;
  18396. v_trans_y = v_prev_x;
  18397. shrink_by = Math.sqrt( v_prev_lensq );
  18398. } else {
  18399. // console.log("Warning: lines are a straight spike");
  18400. v_trans_x = v_prev_x;
  18401. v_trans_y = v_prev_y;
  18402. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18403. }
  18404. }
  18405. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18406. }
  18407. var contourMovements = [];
  18408. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18409. if ( j === il ) { j = 0; }
  18410. if ( k === il ) { k = 0; }
  18411. // (j)---(i)---(k)
  18412. // console.log('i,j,k', i, j , k)
  18413. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18414. }
  18415. var holesMovements = [],
  18416. oneHoleMovements, verticesMovements = contourMovements.concat();
  18417. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18418. ahole = holes[ h ];
  18419. oneHoleMovements = [];
  18420. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18421. if ( j === il ) { j = 0; }
  18422. if ( k === il ) { k = 0; }
  18423. // (j)---(i)---(k)
  18424. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18425. }
  18426. holesMovements.push( oneHoleMovements );
  18427. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18428. }
  18429. // Loop bevelSegments, 1 for the front, 1 for the back
  18430. for ( b = 0; b < bevelSegments; b ++ ) {
  18431. //for ( b = bevelSegments; b > 0; b -- ) {
  18432. t = b / bevelSegments;
  18433. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18434. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18435. // contract shape
  18436. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18437. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18438. v( vert.x, vert.y, - z );
  18439. }
  18440. // expand holes
  18441. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18442. ahole = holes[ h ];
  18443. oneHoleMovements = holesMovements[ h ];
  18444. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18445. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18446. v( vert.x, vert.y, - z );
  18447. }
  18448. }
  18449. }
  18450. bs = bevelSize + bevelOffset;
  18451. // Back facing vertices
  18452. for ( i = 0; i < vlen; i ++ ) {
  18453. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18454. if ( ! extrudeByPath ) {
  18455. v( vert.x, vert.y, 0 );
  18456. } else {
  18457. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18458. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18459. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18460. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18461. v( position2.x, position2.y, position2.z );
  18462. }
  18463. }
  18464. // Add stepped vertices...
  18465. // Including front facing vertices
  18466. var s;
  18467. for ( s = 1; s <= steps; s ++ ) {
  18468. for ( i = 0; i < vlen; i ++ ) {
  18469. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18470. if ( ! extrudeByPath ) {
  18471. v( vert.x, vert.y, depth / steps * s );
  18472. } else {
  18473. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18474. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18475. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18476. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18477. v( position2.x, position2.y, position2.z );
  18478. }
  18479. }
  18480. }
  18481. // Add bevel segments planes
  18482. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18483. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18484. t = b / bevelSegments;
  18485. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18486. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18487. // contract shape
  18488. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18489. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18490. v( vert.x, vert.y, depth + z );
  18491. }
  18492. // expand holes
  18493. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18494. ahole = holes[ h ];
  18495. oneHoleMovements = holesMovements[ h ];
  18496. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18497. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18498. if ( ! extrudeByPath ) {
  18499. v( vert.x, vert.y, depth + z );
  18500. } else {
  18501. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18502. }
  18503. }
  18504. }
  18505. }
  18506. /* Faces */
  18507. // Top and bottom faces
  18508. buildLidFaces();
  18509. // Sides faces
  18510. buildSideFaces();
  18511. ///// Internal functions
  18512. function buildLidFaces() {
  18513. var start = verticesArray.length / 3;
  18514. if ( bevelEnabled ) {
  18515. var layer = 0; // steps + 1
  18516. var offset = vlen * layer;
  18517. // Bottom faces
  18518. for ( i = 0; i < flen; i ++ ) {
  18519. face = faces[ i ];
  18520. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18521. }
  18522. layer = steps + bevelSegments * 2;
  18523. offset = vlen * layer;
  18524. // Top faces
  18525. for ( i = 0; i < flen; i ++ ) {
  18526. face = faces[ i ];
  18527. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18528. }
  18529. } else {
  18530. // Bottom faces
  18531. for ( i = 0; i < flen; i ++ ) {
  18532. face = faces[ i ];
  18533. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18534. }
  18535. // Top faces
  18536. for ( i = 0; i < flen; i ++ ) {
  18537. face = faces[ i ];
  18538. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18539. }
  18540. }
  18541. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18542. }
  18543. // Create faces for the z-sides of the shape
  18544. function buildSideFaces() {
  18545. var start = verticesArray.length / 3;
  18546. var layeroffset = 0;
  18547. sidewalls( contour, layeroffset );
  18548. layeroffset += contour.length;
  18549. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18550. ahole = holes[ h ];
  18551. sidewalls( ahole, layeroffset );
  18552. //, true
  18553. layeroffset += ahole.length;
  18554. }
  18555. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18556. }
  18557. function sidewalls( contour, layeroffset ) {
  18558. var j, k;
  18559. i = contour.length;
  18560. while ( -- i >= 0 ) {
  18561. j = i;
  18562. k = i - 1;
  18563. if ( k < 0 ) { k = contour.length - 1; }
  18564. //console.log('b', i,j, i-1, k,vertices.length);
  18565. var s = 0,
  18566. sl = steps + bevelSegments * 2;
  18567. for ( s = 0; s < sl; s ++ ) {
  18568. var slen1 = vlen * s;
  18569. var slen2 = vlen * ( s + 1 );
  18570. var a = layeroffset + j + slen1,
  18571. b = layeroffset + k + slen1,
  18572. c = layeroffset + k + slen2,
  18573. d = layeroffset + j + slen2;
  18574. f4( a, b, c, d );
  18575. }
  18576. }
  18577. }
  18578. function v( x, y, z ) {
  18579. placeholder.push( x );
  18580. placeholder.push( y );
  18581. placeholder.push( z );
  18582. }
  18583. function f3( a, b, c ) {
  18584. addVertex( a );
  18585. addVertex( b );
  18586. addVertex( c );
  18587. var nextIndex = verticesArray.length / 3;
  18588. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18589. addUV( uvs[ 0 ] );
  18590. addUV( uvs[ 1 ] );
  18591. addUV( uvs[ 2 ] );
  18592. }
  18593. function f4( a, b, c, d ) {
  18594. addVertex( a );
  18595. addVertex( b );
  18596. addVertex( d );
  18597. addVertex( b );
  18598. addVertex( c );
  18599. addVertex( d );
  18600. var nextIndex = verticesArray.length / 3;
  18601. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18602. addUV( uvs[ 0 ] );
  18603. addUV( uvs[ 1 ] );
  18604. addUV( uvs[ 3 ] );
  18605. addUV( uvs[ 1 ] );
  18606. addUV( uvs[ 2 ] );
  18607. addUV( uvs[ 3 ] );
  18608. }
  18609. function addVertex( index ) {
  18610. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18611. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18612. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18613. }
  18614. function addUV( vector2 ) {
  18615. uvArray.push( vector2.x );
  18616. uvArray.push( vector2.y );
  18617. }
  18618. }
  18619. }
  18620. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18621. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18622. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18623. var data = BufferGeometry.prototype.toJSON.call( this );
  18624. var shapes = this.parameters.shapes;
  18625. var options = this.parameters.options;
  18626. return toJSON( shapes, options, data );
  18627. };
  18628. //
  18629. var WorldUVGenerator = {
  18630. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18631. var a_x = vertices[ indexA * 3 ];
  18632. var a_y = vertices[ indexA * 3 + 1 ];
  18633. var b_x = vertices[ indexB * 3 ];
  18634. var b_y = vertices[ indexB * 3 + 1 ];
  18635. var c_x = vertices[ indexC * 3 ];
  18636. var c_y = vertices[ indexC * 3 + 1 ];
  18637. return [
  18638. new Vector2( a_x, a_y ),
  18639. new Vector2( b_x, b_y ),
  18640. new Vector2( c_x, c_y )
  18641. ];
  18642. },
  18643. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18644. var a_x = vertices[ indexA * 3 ];
  18645. var a_y = vertices[ indexA * 3 + 1 ];
  18646. var a_z = vertices[ indexA * 3 + 2 ];
  18647. var b_x = vertices[ indexB * 3 ];
  18648. var b_y = vertices[ indexB * 3 + 1 ];
  18649. var b_z = vertices[ indexB * 3 + 2 ];
  18650. var c_x = vertices[ indexC * 3 ];
  18651. var c_y = vertices[ indexC * 3 + 1 ];
  18652. var c_z = vertices[ indexC * 3 + 2 ];
  18653. var d_x = vertices[ indexD * 3 ];
  18654. var d_y = vertices[ indexD * 3 + 1 ];
  18655. var d_z = vertices[ indexD * 3 + 2 ];
  18656. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18657. return [
  18658. new Vector2( a_x, 1 - a_z ),
  18659. new Vector2( b_x, 1 - b_z ),
  18660. new Vector2( c_x, 1 - c_z ),
  18661. new Vector2( d_x, 1 - d_z )
  18662. ];
  18663. } else {
  18664. return [
  18665. new Vector2( a_y, 1 - a_z ),
  18666. new Vector2( b_y, 1 - b_z ),
  18667. new Vector2( c_y, 1 - c_z ),
  18668. new Vector2( d_y, 1 - d_z )
  18669. ];
  18670. }
  18671. }
  18672. };
  18673. function toJSON( shapes, options, data ) {
  18674. //
  18675. data.shapes = [];
  18676. if ( Array.isArray( shapes ) ) {
  18677. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18678. var shape = shapes[ i ];
  18679. data.shapes.push( shape.uuid );
  18680. }
  18681. } else {
  18682. data.shapes.push( shapes.uuid );
  18683. }
  18684. //
  18685. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18686. return data;
  18687. }
  18688. /**
  18689. * @author zz85 / http://www.lab4games.net/zz85/blog
  18690. * @author alteredq / http://alteredqualia.com/
  18691. *
  18692. * Text = 3D Text
  18693. *
  18694. * parameters = {
  18695. * font: <THREE.Font>, // font
  18696. *
  18697. * size: <float>, // size of the text
  18698. * height: <float>, // thickness to extrude text
  18699. * curveSegments: <int>, // number of points on the curves
  18700. *
  18701. * bevelEnabled: <bool>, // turn on bevel
  18702. * bevelThickness: <float>, // how deep into text bevel goes
  18703. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18704. * bevelOffset: <float> // how far from text outline does bevel start
  18705. * }
  18706. */
  18707. // TextGeometry
  18708. function TextGeometry( text, parameters ) {
  18709. Geometry.call( this );
  18710. this.type = 'TextGeometry';
  18711. this.parameters = {
  18712. text: text,
  18713. parameters: parameters
  18714. };
  18715. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18716. this.mergeVertices();
  18717. }
  18718. TextGeometry.prototype = Object.create( Geometry.prototype );
  18719. TextGeometry.prototype.constructor = TextGeometry;
  18720. // TextBufferGeometry
  18721. function TextBufferGeometry( text, parameters ) {
  18722. parameters = parameters || {};
  18723. var font = parameters.font;
  18724. if ( ! ( font && font.isFont ) ) {
  18725. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18726. return new Geometry();
  18727. }
  18728. var shapes = font.generateShapes( text, parameters.size );
  18729. // translate parameters to ExtrudeGeometry API
  18730. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18731. // defaults
  18732. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18733. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18734. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18735. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18736. this.type = 'TextBufferGeometry';
  18737. }
  18738. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18739. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18740. /**
  18741. * @author mrdoob / http://mrdoob.com/
  18742. * @author benaadams / https://twitter.com/ben_a_adams
  18743. * @author Mugen87 / https://github.com/Mugen87
  18744. */
  18745. // SphereGeometry
  18746. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18747. Geometry.call( this );
  18748. this.type = 'SphereGeometry';
  18749. this.parameters = {
  18750. radius: radius,
  18751. widthSegments: widthSegments,
  18752. heightSegments: heightSegments,
  18753. phiStart: phiStart,
  18754. phiLength: phiLength,
  18755. thetaStart: thetaStart,
  18756. thetaLength: thetaLength
  18757. };
  18758. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18759. this.mergeVertices();
  18760. }
  18761. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18762. SphereGeometry.prototype.constructor = SphereGeometry;
  18763. // SphereBufferGeometry
  18764. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18765. BufferGeometry.call( this );
  18766. this.type = 'SphereBufferGeometry';
  18767. this.parameters = {
  18768. radius: radius,
  18769. widthSegments: widthSegments,
  18770. heightSegments: heightSegments,
  18771. phiStart: phiStart,
  18772. phiLength: phiLength,
  18773. thetaStart: thetaStart,
  18774. thetaLength: thetaLength
  18775. };
  18776. radius = radius || 1;
  18777. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18778. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18779. phiStart = phiStart !== undefined ? phiStart : 0;
  18780. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18781. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18782. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18783. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18784. var ix, iy;
  18785. var index = 0;
  18786. var grid = [];
  18787. var vertex = new Vector3();
  18788. var normal = new Vector3();
  18789. // buffers
  18790. var indices = [];
  18791. var vertices = [];
  18792. var normals = [];
  18793. var uvs = [];
  18794. // generate vertices, normals and uvs
  18795. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18796. var verticesRow = [];
  18797. var v = iy / heightSegments;
  18798. // special case for the poles
  18799. var uOffset = 0;
  18800. if ( iy == 0 && thetaStart == 0 ) {
  18801. uOffset = 0.5 / widthSegments;
  18802. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18803. uOffset = - 0.5 / widthSegments;
  18804. }
  18805. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18806. var u = ix / widthSegments;
  18807. // vertex
  18808. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18809. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18810. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18811. vertices.push( vertex.x, vertex.y, vertex.z );
  18812. // normal
  18813. normal.copy( vertex ).normalize();
  18814. normals.push( normal.x, normal.y, normal.z );
  18815. // uv
  18816. uvs.push( u + uOffset, 1 - v );
  18817. verticesRow.push( index ++ );
  18818. }
  18819. grid.push( verticesRow );
  18820. }
  18821. // indices
  18822. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18823. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18824. var a = grid[ iy ][ ix + 1 ];
  18825. var b = grid[ iy ][ ix ];
  18826. var c = grid[ iy + 1 ][ ix ];
  18827. var d = grid[ iy + 1 ][ ix + 1 ];
  18828. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18829. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18830. }
  18831. }
  18832. // build geometry
  18833. this.setIndex( indices );
  18834. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18835. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18836. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18837. }
  18838. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18839. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18840. /**
  18841. * @author Kaleb Murphy
  18842. * @author Mugen87 / https://github.com/Mugen87
  18843. */
  18844. // RingGeometry
  18845. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18846. Geometry.call( this );
  18847. this.type = 'RingGeometry';
  18848. this.parameters = {
  18849. innerRadius: innerRadius,
  18850. outerRadius: outerRadius,
  18851. thetaSegments: thetaSegments,
  18852. phiSegments: phiSegments,
  18853. thetaStart: thetaStart,
  18854. thetaLength: thetaLength
  18855. };
  18856. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18857. this.mergeVertices();
  18858. }
  18859. RingGeometry.prototype = Object.create( Geometry.prototype );
  18860. RingGeometry.prototype.constructor = RingGeometry;
  18861. // RingBufferGeometry
  18862. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18863. BufferGeometry.call( this );
  18864. this.type = 'RingBufferGeometry';
  18865. this.parameters = {
  18866. innerRadius: innerRadius,
  18867. outerRadius: outerRadius,
  18868. thetaSegments: thetaSegments,
  18869. phiSegments: phiSegments,
  18870. thetaStart: thetaStart,
  18871. thetaLength: thetaLength
  18872. };
  18873. innerRadius = innerRadius || 0.5;
  18874. outerRadius = outerRadius || 1;
  18875. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18876. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18877. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18878. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18879. // buffers
  18880. var indices = [];
  18881. var vertices = [];
  18882. var normals = [];
  18883. var uvs = [];
  18884. // some helper variables
  18885. var segment;
  18886. var radius = innerRadius;
  18887. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18888. var vertex = new Vector3();
  18889. var uv = new Vector2();
  18890. var j, i;
  18891. // generate vertices, normals and uvs
  18892. for ( j = 0; j <= phiSegments; j ++ ) {
  18893. for ( i = 0; i <= thetaSegments; i ++ ) {
  18894. // values are generate from the inside of the ring to the outside
  18895. segment = thetaStart + i / thetaSegments * thetaLength;
  18896. // vertex
  18897. vertex.x = radius * Math.cos( segment );
  18898. vertex.y = radius * Math.sin( segment );
  18899. vertices.push( vertex.x, vertex.y, vertex.z );
  18900. // normal
  18901. normals.push( 0, 0, 1 );
  18902. // uv
  18903. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18904. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18905. uvs.push( uv.x, uv.y );
  18906. }
  18907. // increase the radius for next row of vertices
  18908. radius += radiusStep;
  18909. }
  18910. // indices
  18911. for ( j = 0; j < phiSegments; j ++ ) {
  18912. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18913. for ( i = 0; i < thetaSegments; i ++ ) {
  18914. segment = i + thetaSegmentLevel;
  18915. var a = segment;
  18916. var b = segment + thetaSegments + 1;
  18917. var c = segment + thetaSegments + 2;
  18918. var d = segment + 1;
  18919. // faces
  18920. indices.push( a, b, d );
  18921. indices.push( b, c, d );
  18922. }
  18923. }
  18924. // build geometry
  18925. this.setIndex( indices );
  18926. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18927. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18928. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18929. }
  18930. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18931. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18932. /**
  18933. * @author zz85 / https://github.com/zz85
  18934. * @author bhouston / http://clara.io
  18935. * @author Mugen87 / https://github.com/Mugen87
  18936. */
  18937. // LatheGeometry
  18938. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18939. Geometry.call( this );
  18940. this.type = 'LatheGeometry';
  18941. this.parameters = {
  18942. points: points,
  18943. segments: segments,
  18944. phiStart: phiStart,
  18945. phiLength: phiLength
  18946. };
  18947. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18948. this.mergeVertices();
  18949. }
  18950. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18951. LatheGeometry.prototype.constructor = LatheGeometry;
  18952. // LatheBufferGeometry
  18953. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18954. BufferGeometry.call( this );
  18955. this.type = 'LatheBufferGeometry';
  18956. this.parameters = {
  18957. points: points,
  18958. segments: segments,
  18959. phiStart: phiStart,
  18960. phiLength: phiLength
  18961. };
  18962. segments = Math.floor( segments ) || 12;
  18963. phiStart = phiStart || 0;
  18964. phiLength = phiLength || Math.PI * 2;
  18965. // clamp phiLength so it's in range of [ 0, 2PI ]
  18966. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18967. // buffers
  18968. var indices = [];
  18969. var vertices = [];
  18970. var uvs = [];
  18971. // helper variables
  18972. var base;
  18973. var inverseSegments = 1.0 / segments;
  18974. var vertex = new Vector3();
  18975. var uv = new Vector2();
  18976. var i, j;
  18977. // generate vertices and uvs
  18978. for ( i = 0; i <= segments; i ++ ) {
  18979. var phi = phiStart + i * inverseSegments * phiLength;
  18980. var sin = Math.sin( phi );
  18981. var cos = Math.cos( phi );
  18982. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18983. // vertex
  18984. vertex.x = points[ j ].x * sin;
  18985. vertex.y = points[ j ].y;
  18986. vertex.z = points[ j ].x * cos;
  18987. vertices.push( vertex.x, vertex.y, vertex.z );
  18988. // uv
  18989. uv.x = i / segments;
  18990. uv.y = j / ( points.length - 1 );
  18991. uvs.push( uv.x, uv.y );
  18992. }
  18993. }
  18994. // indices
  18995. for ( i = 0; i < segments; i ++ ) {
  18996. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18997. base = j + i * points.length;
  18998. var a = base;
  18999. var b = base + points.length;
  19000. var c = base + points.length + 1;
  19001. var d = base + 1;
  19002. // faces
  19003. indices.push( a, b, d );
  19004. indices.push( b, c, d );
  19005. }
  19006. }
  19007. // build geometry
  19008. this.setIndex( indices );
  19009. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19010. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19011. // generate normals
  19012. this.computeVertexNormals();
  19013. // if the geometry is closed, we need to average the normals along the seam.
  19014. // because the corresponding vertices are identical (but still have different UVs).
  19015. if ( phiLength === Math.PI * 2 ) {
  19016. var normals = this.attributes.normal.array;
  19017. var n1 = new Vector3();
  19018. var n2 = new Vector3();
  19019. var n = new Vector3();
  19020. // this is the buffer offset for the last line of vertices
  19021. base = segments * points.length * 3;
  19022. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  19023. // select the normal of the vertex in the first line
  19024. n1.x = normals[ j + 0 ];
  19025. n1.y = normals[ j + 1 ];
  19026. n1.z = normals[ j + 2 ];
  19027. // select the normal of the vertex in the last line
  19028. n2.x = normals[ base + j + 0 ];
  19029. n2.y = normals[ base + j + 1 ];
  19030. n2.z = normals[ base + j + 2 ];
  19031. // average normals
  19032. n.addVectors( n1, n2 ).normalize();
  19033. // assign the new values to both normals
  19034. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  19035. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  19036. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  19037. }
  19038. }
  19039. }
  19040. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19041. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19042. /**
  19043. * @author jonobr1 / http://jonobr1.com
  19044. * @author Mugen87 / https://github.com/Mugen87
  19045. */
  19046. // ShapeGeometry
  19047. function ShapeGeometry( shapes, curveSegments ) {
  19048. Geometry.call( this );
  19049. this.type = 'ShapeGeometry';
  19050. if ( typeof curveSegments === 'object' ) {
  19051. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19052. curveSegments = curveSegments.curveSegments;
  19053. }
  19054. this.parameters = {
  19055. shapes: shapes,
  19056. curveSegments: curveSegments
  19057. };
  19058. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19059. this.mergeVertices();
  19060. }
  19061. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19062. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19063. ShapeGeometry.prototype.toJSON = function () {
  19064. var data = Geometry.prototype.toJSON.call( this );
  19065. var shapes = this.parameters.shapes;
  19066. return toJSON$1( shapes, data );
  19067. };
  19068. // ShapeBufferGeometry
  19069. function ShapeBufferGeometry( shapes, curveSegments ) {
  19070. BufferGeometry.call( this );
  19071. this.type = 'ShapeBufferGeometry';
  19072. this.parameters = {
  19073. shapes: shapes,
  19074. curveSegments: curveSegments
  19075. };
  19076. curveSegments = curveSegments || 12;
  19077. // buffers
  19078. var indices = [];
  19079. var vertices = [];
  19080. var normals = [];
  19081. var uvs = [];
  19082. // helper variables
  19083. var groupStart = 0;
  19084. var groupCount = 0;
  19085. // allow single and array values for "shapes" parameter
  19086. if ( Array.isArray( shapes ) === false ) {
  19087. addShape( shapes );
  19088. } else {
  19089. for ( var i = 0; i < shapes.length; i ++ ) {
  19090. addShape( shapes[ i ] );
  19091. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19092. groupStart += groupCount;
  19093. groupCount = 0;
  19094. }
  19095. }
  19096. // build geometry
  19097. this.setIndex( indices );
  19098. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19099. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19100. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19101. // helper functions
  19102. function addShape( shape ) {
  19103. var i, l, shapeHole;
  19104. var indexOffset = vertices.length / 3;
  19105. var points = shape.extractPoints( curveSegments );
  19106. var shapeVertices = points.shape;
  19107. var shapeHoles = points.holes;
  19108. // check direction of vertices
  19109. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19110. shapeVertices = shapeVertices.reverse();
  19111. }
  19112. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19113. shapeHole = shapeHoles[ i ];
  19114. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19115. shapeHoles[ i ] = shapeHole.reverse();
  19116. }
  19117. }
  19118. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19119. // join vertices of inner and outer paths to a single array
  19120. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19121. shapeHole = shapeHoles[ i ];
  19122. shapeVertices = shapeVertices.concat( shapeHole );
  19123. }
  19124. // vertices, normals, uvs
  19125. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19126. var vertex = shapeVertices[ i ];
  19127. vertices.push( vertex.x, vertex.y, 0 );
  19128. normals.push( 0, 0, 1 );
  19129. uvs.push( vertex.x, vertex.y ); // world uvs
  19130. }
  19131. // incides
  19132. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19133. var face = faces[ i ];
  19134. var a = face[ 0 ] + indexOffset;
  19135. var b = face[ 1 ] + indexOffset;
  19136. var c = face[ 2 ] + indexOffset;
  19137. indices.push( a, b, c );
  19138. groupCount += 3;
  19139. }
  19140. }
  19141. }
  19142. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19143. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19144. ShapeBufferGeometry.prototype.toJSON = function () {
  19145. var data = BufferGeometry.prototype.toJSON.call( this );
  19146. var shapes = this.parameters.shapes;
  19147. return toJSON$1( shapes, data );
  19148. };
  19149. //
  19150. function toJSON$1( shapes, data ) {
  19151. data.shapes = [];
  19152. if ( Array.isArray( shapes ) ) {
  19153. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19154. var shape = shapes[ i ];
  19155. data.shapes.push( shape.uuid );
  19156. }
  19157. } else {
  19158. data.shapes.push( shapes.uuid );
  19159. }
  19160. return data;
  19161. }
  19162. /**
  19163. * @author WestLangley / http://github.com/WestLangley
  19164. * @author Mugen87 / https://github.com/Mugen87
  19165. */
  19166. function EdgesGeometry( geometry, thresholdAngle ) {
  19167. BufferGeometry.call( this );
  19168. this.type = 'EdgesGeometry';
  19169. this.parameters = {
  19170. thresholdAngle: thresholdAngle
  19171. };
  19172. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19173. // buffer
  19174. var vertices = [];
  19175. // helper variables
  19176. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  19177. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19178. var key, keys = [ 'a', 'b', 'c' ];
  19179. // prepare source geometry
  19180. var geometry2;
  19181. if ( geometry.isBufferGeometry ) {
  19182. geometry2 = new Geometry();
  19183. geometry2.fromBufferGeometry( geometry );
  19184. } else {
  19185. geometry2 = geometry.clone();
  19186. }
  19187. geometry2.mergeVertices();
  19188. geometry2.computeFaceNormals();
  19189. var sourceVertices = geometry2.vertices;
  19190. var faces = geometry2.faces;
  19191. // now create a data structure where each entry represents an edge with its adjoining faces
  19192. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19193. var face = faces[ i ];
  19194. for ( var j = 0; j < 3; j ++ ) {
  19195. edge1 = face[ keys[ j ] ];
  19196. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19197. edge[ 0 ] = Math.min( edge1, edge2 );
  19198. edge[ 1 ] = Math.max( edge1, edge2 );
  19199. key = edge[ 0 ] + ',' + edge[ 1 ];
  19200. if ( edges[ key ] === undefined ) {
  19201. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19202. } else {
  19203. edges[ key ].face2 = i;
  19204. }
  19205. }
  19206. }
  19207. // generate vertices
  19208. for ( key in edges ) {
  19209. var e = edges[ key ];
  19210. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19211. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19212. var vertex = sourceVertices[ e.index1 ];
  19213. vertices.push( vertex.x, vertex.y, vertex.z );
  19214. vertex = sourceVertices[ e.index2 ];
  19215. vertices.push( vertex.x, vertex.y, vertex.z );
  19216. }
  19217. }
  19218. // build geometry
  19219. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19220. }
  19221. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19222. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19223. /**
  19224. * @author mrdoob / http://mrdoob.com/
  19225. * @author Mugen87 / https://github.com/Mugen87
  19226. */
  19227. // CylinderGeometry
  19228. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19229. Geometry.call( this );
  19230. this.type = 'CylinderGeometry';
  19231. this.parameters = {
  19232. radiusTop: radiusTop,
  19233. radiusBottom: radiusBottom,
  19234. height: height,
  19235. radialSegments: radialSegments,
  19236. heightSegments: heightSegments,
  19237. openEnded: openEnded,
  19238. thetaStart: thetaStart,
  19239. thetaLength: thetaLength
  19240. };
  19241. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19242. this.mergeVertices();
  19243. }
  19244. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19245. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19246. // CylinderBufferGeometry
  19247. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19248. BufferGeometry.call( this );
  19249. this.type = 'CylinderBufferGeometry';
  19250. this.parameters = {
  19251. radiusTop: radiusTop,
  19252. radiusBottom: radiusBottom,
  19253. height: height,
  19254. radialSegments: radialSegments,
  19255. heightSegments: heightSegments,
  19256. openEnded: openEnded,
  19257. thetaStart: thetaStart,
  19258. thetaLength: thetaLength
  19259. };
  19260. var scope = this;
  19261. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19262. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19263. height = height || 1;
  19264. radialSegments = Math.floor( radialSegments ) || 8;
  19265. heightSegments = Math.floor( heightSegments ) || 1;
  19266. openEnded = openEnded !== undefined ? openEnded : false;
  19267. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19268. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19269. // buffers
  19270. var indices = [];
  19271. var vertices = [];
  19272. var normals = [];
  19273. var uvs = [];
  19274. // helper variables
  19275. var index = 0;
  19276. var indexArray = [];
  19277. var halfHeight = height / 2;
  19278. var groupStart = 0;
  19279. // generate geometry
  19280. generateTorso();
  19281. if ( openEnded === false ) {
  19282. if ( radiusTop > 0 ) { generateCap( true ); }
  19283. if ( radiusBottom > 0 ) { generateCap( false ); }
  19284. }
  19285. // build geometry
  19286. this.setIndex( indices );
  19287. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19288. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19289. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19290. function generateTorso() {
  19291. var x, y;
  19292. var normal = new Vector3();
  19293. var vertex = new Vector3();
  19294. var groupCount = 0;
  19295. // this will be used to calculate the normal
  19296. var slope = ( radiusBottom - radiusTop ) / height;
  19297. // generate vertices, normals and uvs
  19298. for ( y = 0; y <= heightSegments; y ++ ) {
  19299. var indexRow = [];
  19300. var v = y / heightSegments;
  19301. // calculate the radius of the current row
  19302. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19303. for ( x = 0; x <= radialSegments; x ++ ) {
  19304. var u = x / radialSegments;
  19305. var theta = u * thetaLength + thetaStart;
  19306. var sinTheta = Math.sin( theta );
  19307. var cosTheta = Math.cos( theta );
  19308. // vertex
  19309. vertex.x = radius * sinTheta;
  19310. vertex.y = - v * height + halfHeight;
  19311. vertex.z = radius * cosTheta;
  19312. vertices.push( vertex.x, vertex.y, vertex.z );
  19313. // normal
  19314. normal.set( sinTheta, slope, cosTheta ).normalize();
  19315. normals.push( normal.x, normal.y, normal.z );
  19316. // uv
  19317. uvs.push( u, 1 - v );
  19318. // save index of vertex in respective row
  19319. indexRow.push( index ++ );
  19320. }
  19321. // now save vertices of the row in our index array
  19322. indexArray.push( indexRow );
  19323. }
  19324. // generate indices
  19325. for ( x = 0; x < radialSegments; x ++ ) {
  19326. for ( y = 0; y < heightSegments; y ++ ) {
  19327. // we use the index array to access the correct indices
  19328. var a = indexArray[ y ][ x ];
  19329. var b = indexArray[ y + 1 ][ x ];
  19330. var c = indexArray[ y + 1 ][ x + 1 ];
  19331. var d = indexArray[ y ][ x + 1 ];
  19332. // faces
  19333. indices.push( a, b, d );
  19334. indices.push( b, c, d );
  19335. // update group counter
  19336. groupCount += 6;
  19337. }
  19338. }
  19339. // add a group to the geometry. this will ensure multi material support
  19340. scope.addGroup( groupStart, groupCount, 0 );
  19341. // calculate new start value for groups
  19342. groupStart += groupCount;
  19343. }
  19344. function generateCap( top ) {
  19345. var x, centerIndexStart, centerIndexEnd;
  19346. var uv = new Vector2();
  19347. var vertex = new Vector3();
  19348. var groupCount = 0;
  19349. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19350. var sign = ( top === true ) ? 1 : - 1;
  19351. // save the index of the first center vertex
  19352. centerIndexStart = index;
  19353. // first we generate the center vertex data of the cap.
  19354. // because the geometry needs one set of uvs per face,
  19355. // we must generate a center vertex per face/segment
  19356. for ( x = 1; x <= radialSegments; x ++ ) {
  19357. // vertex
  19358. vertices.push( 0, halfHeight * sign, 0 );
  19359. // normal
  19360. normals.push( 0, sign, 0 );
  19361. // uv
  19362. uvs.push( 0.5, 0.5 );
  19363. // increase index
  19364. index ++;
  19365. }
  19366. // save the index of the last center vertex
  19367. centerIndexEnd = index;
  19368. // now we generate the surrounding vertices, normals and uvs
  19369. for ( x = 0; x <= radialSegments; x ++ ) {
  19370. var u = x / radialSegments;
  19371. var theta = u * thetaLength + thetaStart;
  19372. var cosTheta = Math.cos( theta );
  19373. var sinTheta = Math.sin( theta );
  19374. // vertex
  19375. vertex.x = radius * sinTheta;
  19376. vertex.y = halfHeight * sign;
  19377. vertex.z = radius * cosTheta;
  19378. vertices.push( vertex.x, vertex.y, vertex.z );
  19379. // normal
  19380. normals.push( 0, sign, 0 );
  19381. // uv
  19382. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19383. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19384. uvs.push( uv.x, uv.y );
  19385. // increase index
  19386. index ++;
  19387. }
  19388. // generate indices
  19389. for ( x = 0; x < radialSegments; x ++ ) {
  19390. var c = centerIndexStart + x;
  19391. var i = centerIndexEnd + x;
  19392. if ( top === true ) {
  19393. // face top
  19394. indices.push( i, i + 1, c );
  19395. } else {
  19396. // face bottom
  19397. indices.push( i + 1, i, c );
  19398. }
  19399. groupCount += 3;
  19400. }
  19401. // add a group to the geometry. this will ensure multi material support
  19402. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19403. // calculate new start value for groups
  19404. groupStart += groupCount;
  19405. }
  19406. }
  19407. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19408. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19409. /**
  19410. * @author abelnation / http://github.com/abelnation
  19411. */
  19412. // ConeGeometry
  19413. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19414. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19415. this.type = 'ConeGeometry';
  19416. this.parameters = {
  19417. radius: radius,
  19418. height: height,
  19419. radialSegments: radialSegments,
  19420. heightSegments: heightSegments,
  19421. openEnded: openEnded,
  19422. thetaStart: thetaStart,
  19423. thetaLength: thetaLength
  19424. };
  19425. }
  19426. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19427. ConeGeometry.prototype.constructor = ConeGeometry;
  19428. // ConeBufferGeometry
  19429. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19430. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19431. this.type = 'ConeBufferGeometry';
  19432. this.parameters = {
  19433. radius: radius,
  19434. height: height,
  19435. radialSegments: radialSegments,
  19436. heightSegments: heightSegments,
  19437. openEnded: openEnded,
  19438. thetaStart: thetaStart,
  19439. thetaLength: thetaLength
  19440. };
  19441. }
  19442. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19443. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19444. /**
  19445. * @author benaadams / https://twitter.com/ben_a_adams
  19446. * @author Mugen87 / https://github.com/Mugen87
  19447. * @author hughes
  19448. */
  19449. // CircleGeometry
  19450. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19451. Geometry.call( this );
  19452. this.type = 'CircleGeometry';
  19453. this.parameters = {
  19454. radius: radius,
  19455. segments: segments,
  19456. thetaStart: thetaStart,
  19457. thetaLength: thetaLength
  19458. };
  19459. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19460. this.mergeVertices();
  19461. }
  19462. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19463. CircleGeometry.prototype.constructor = CircleGeometry;
  19464. // CircleBufferGeometry
  19465. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19466. BufferGeometry.call( this );
  19467. this.type = 'CircleBufferGeometry';
  19468. this.parameters = {
  19469. radius: radius,
  19470. segments: segments,
  19471. thetaStart: thetaStart,
  19472. thetaLength: thetaLength
  19473. };
  19474. radius = radius || 1;
  19475. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19476. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19477. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19478. // buffers
  19479. var indices = [];
  19480. var vertices = [];
  19481. var normals = [];
  19482. var uvs = [];
  19483. // helper variables
  19484. var i, s;
  19485. var vertex = new Vector3();
  19486. var uv = new Vector2();
  19487. // center point
  19488. vertices.push( 0, 0, 0 );
  19489. normals.push( 0, 0, 1 );
  19490. uvs.push( 0.5, 0.5 );
  19491. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19492. var segment = thetaStart + s / segments * thetaLength;
  19493. // vertex
  19494. vertex.x = radius * Math.cos( segment );
  19495. vertex.y = radius * Math.sin( segment );
  19496. vertices.push( vertex.x, vertex.y, vertex.z );
  19497. // normal
  19498. normals.push( 0, 0, 1 );
  19499. // uvs
  19500. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19501. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19502. uvs.push( uv.x, uv.y );
  19503. }
  19504. // indices
  19505. for ( i = 1; i <= segments; i ++ ) {
  19506. indices.push( i, i + 1, 0 );
  19507. }
  19508. // build geometry
  19509. this.setIndex( indices );
  19510. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19511. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19512. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19513. }
  19514. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19515. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19516. var Geometries = /*#__PURE__*/Object.freeze({
  19517. __proto__: null,
  19518. WireframeGeometry: WireframeGeometry,
  19519. ParametricGeometry: ParametricGeometry,
  19520. ParametricBufferGeometry: ParametricBufferGeometry,
  19521. TetrahedronGeometry: TetrahedronGeometry,
  19522. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19523. OctahedronGeometry: OctahedronGeometry,
  19524. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19525. IcosahedronGeometry: IcosahedronGeometry,
  19526. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19527. DodecahedronGeometry: DodecahedronGeometry,
  19528. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19529. PolyhedronGeometry: PolyhedronGeometry,
  19530. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19531. TubeGeometry: TubeGeometry,
  19532. TubeBufferGeometry: TubeBufferGeometry,
  19533. TorusKnotGeometry: TorusKnotGeometry,
  19534. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19535. TorusGeometry: TorusGeometry,
  19536. TorusBufferGeometry: TorusBufferGeometry,
  19537. TextGeometry: TextGeometry,
  19538. TextBufferGeometry: TextBufferGeometry,
  19539. SphereGeometry: SphereGeometry,
  19540. SphereBufferGeometry: SphereBufferGeometry,
  19541. RingGeometry: RingGeometry,
  19542. RingBufferGeometry: RingBufferGeometry,
  19543. PlaneGeometry: PlaneGeometry,
  19544. PlaneBufferGeometry: PlaneBufferGeometry,
  19545. LatheGeometry: LatheGeometry,
  19546. LatheBufferGeometry: LatheBufferGeometry,
  19547. ShapeGeometry: ShapeGeometry,
  19548. ShapeBufferGeometry: ShapeBufferGeometry,
  19549. ExtrudeGeometry: ExtrudeGeometry,
  19550. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19551. EdgesGeometry: EdgesGeometry,
  19552. ConeGeometry: ConeGeometry,
  19553. ConeBufferGeometry: ConeBufferGeometry,
  19554. CylinderGeometry: CylinderGeometry,
  19555. CylinderBufferGeometry: CylinderBufferGeometry,
  19556. CircleGeometry: CircleGeometry,
  19557. CircleBufferGeometry: CircleBufferGeometry,
  19558. BoxGeometry: BoxGeometry,
  19559. BoxBufferGeometry: BoxBufferGeometry
  19560. });
  19561. /**
  19562. * @author mrdoob / http://mrdoob.com/
  19563. *
  19564. * parameters = {
  19565. * color: <THREE.Color>
  19566. * }
  19567. */
  19568. function ShadowMaterial( parameters ) {
  19569. Material.call( this );
  19570. this.type = 'ShadowMaterial';
  19571. this.color = new Color( 0x000000 );
  19572. this.transparent = true;
  19573. this.setValues( parameters );
  19574. }
  19575. ShadowMaterial.prototype = Object.create( Material.prototype );
  19576. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19577. ShadowMaterial.prototype.isShadowMaterial = true;
  19578. ShadowMaterial.prototype.copy = function ( source ) {
  19579. Material.prototype.copy.call( this, source );
  19580. this.color.copy( source.color );
  19581. return this;
  19582. };
  19583. /**
  19584. * @author mrdoob / http://mrdoob.com/
  19585. */
  19586. function RawShaderMaterial( parameters ) {
  19587. ShaderMaterial.call( this, parameters );
  19588. this.type = 'RawShaderMaterial';
  19589. }
  19590. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19591. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19592. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19593. /**
  19594. * @author WestLangley / http://github.com/WestLangley
  19595. *
  19596. * parameters = {
  19597. * color: <hex>,
  19598. * roughness: <float>,
  19599. * metalness: <float>,
  19600. * opacity: <float>,
  19601. *
  19602. * map: new THREE.Texture( <Image> ),
  19603. *
  19604. * lightMap: new THREE.Texture( <Image> ),
  19605. * lightMapIntensity: <float>
  19606. *
  19607. * aoMap: new THREE.Texture( <Image> ),
  19608. * aoMapIntensity: <float>
  19609. *
  19610. * emissive: <hex>,
  19611. * emissiveIntensity: <float>
  19612. * emissiveMap: new THREE.Texture( <Image> ),
  19613. *
  19614. * bumpMap: new THREE.Texture( <Image> ),
  19615. * bumpScale: <float>,
  19616. *
  19617. * normalMap: new THREE.Texture( <Image> ),
  19618. * normalMapType: THREE.TangentSpaceNormalMap,
  19619. * normalScale: <Vector2>,
  19620. *
  19621. * displacementMap: new THREE.Texture( <Image> ),
  19622. * displacementScale: <float>,
  19623. * displacementBias: <float>,
  19624. *
  19625. * roughnessMap: new THREE.Texture( <Image> ),
  19626. *
  19627. * metalnessMap: new THREE.Texture( <Image> ),
  19628. *
  19629. * alphaMap: new THREE.Texture( <Image> ),
  19630. *
  19631. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19632. * envMapIntensity: <float>
  19633. *
  19634. * refractionRatio: <float>,
  19635. *
  19636. * wireframe: <boolean>,
  19637. * wireframeLinewidth: <float>,
  19638. *
  19639. * skinning: <bool>,
  19640. * morphTargets: <bool>,
  19641. * morphNormals: <bool>
  19642. * }
  19643. */
  19644. function MeshStandardMaterial( parameters ) {
  19645. Material.call( this );
  19646. this.defines = { 'STANDARD': '' };
  19647. this.type = 'MeshStandardMaterial';
  19648. this.color = new Color( 0xffffff ); // diffuse
  19649. this.roughness = 0.5;
  19650. this.metalness = 0.5;
  19651. this.map = null;
  19652. this.lightMap = null;
  19653. this.lightMapIntensity = 1.0;
  19654. this.aoMap = null;
  19655. this.aoMapIntensity = 1.0;
  19656. this.emissive = new Color( 0x000000 );
  19657. this.emissiveIntensity = 1.0;
  19658. this.emissiveMap = null;
  19659. this.bumpMap = null;
  19660. this.bumpScale = 1;
  19661. this.normalMap = null;
  19662. this.normalMapType = TangentSpaceNormalMap;
  19663. this.normalScale = new Vector2( 1, 1 );
  19664. this.displacementMap = null;
  19665. this.displacementScale = 1;
  19666. this.displacementBias = 0;
  19667. this.roughnessMap = null;
  19668. this.metalnessMap = null;
  19669. this.alphaMap = null;
  19670. this.envMap = null;
  19671. this.envMapIntensity = 1.0;
  19672. this.refractionRatio = 0.98;
  19673. this.wireframe = false;
  19674. this.wireframeLinewidth = 1;
  19675. this.wireframeLinecap = 'round';
  19676. this.wireframeLinejoin = 'round';
  19677. this.skinning = false;
  19678. this.morphTargets = false;
  19679. this.morphNormals = false;
  19680. this.setValues( parameters );
  19681. }
  19682. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19683. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19684. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19685. MeshStandardMaterial.prototype.copy = function ( source ) {
  19686. Material.prototype.copy.call( this, source );
  19687. this.defines = { 'STANDARD': '' };
  19688. this.color.copy( source.color );
  19689. this.roughness = source.roughness;
  19690. this.metalness = source.metalness;
  19691. this.map = source.map;
  19692. this.lightMap = source.lightMap;
  19693. this.lightMapIntensity = source.lightMapIntensity;
  19694. this.aoMap = source.aoMap;
  19695. this.aoMapIntensity = source.aoMapIntensity;
  19696. this.emissive.copy( source.emissive );
  19697. this.emissiveMap = source.emissiveMap;
  19698. this.emissiveIntensity = source.emissiveIntensity;
  19699. this.bumpMap = source.bumpMap;
  19700. this.bumpScale = source.bumpScale;
  19701. this.normalMap = source.normalMap;
  19702. this.normalMapType = source.normalMapType;
  19703. this.normalScale.copy( source.normalScale );
  19704. this.displacementMap = source.displacementMap;
  19705. this.displacementScale = source.displacementScale;
  19706. this.displacementBias = source.displacementBias;
  19707. this.roughnessMap = source.roughnessMap;
  19708. this.metalnessMap = source.metalnessMap;
  19709. this.alphaMap = source.alphaMap;
  19710. this.envMap = source.envMap;
  19711. this.envMapIntensity = source.envMapIntensity;
  19712. this.refractionRatio = source.refractionRatio;
  19713. this.wireframe = source.wireframe;
  19714. this.wireframeLinewidth = source.wireframeLinewidth;
  19715. this.wireframeLinecap = source.wireframeLinecap;
  19716. this.wireframeLinejoin = source.wireframeLinejoin;
  19717. this.skinning = source.skinning;
  19718. this.morphTargets = source.morphTargets;
  19719. this.morphNormals = source.morphNormals;
  19720. return this;
  19721. };
  19722. /**
  19723. * @author WestLangley / http://github.com/WestLangley
  19724. *
  19725. * parameters = {
  19726. * reflectivity: <float>
  19727. * clearcoat: <float>
  19728. * clearcoatRoughness: <float>
  19729. *
  19730. * sheen: <Color>
  19731. *
  19732. * clearcoatNormalScale: <Vector2>,
  19733. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19734. * }
  19735. */
  19736. function MeshPhysicalMaterial( parameters ) {
  19737. MeshStandardMaterial.call( this );
  19738. this.defines = {
  19739. 'STANDARD': '',
  19740. 'PHYSICAL': ''
  19741. };
  19742. this.type = 'MeshPhysicalMaterial';
  19743. this.reflectivity = 0.5; // maps to F0 = 0.04
  19744. this.clearcoat = 0.0;
  19745. this.clearcoatRoughness = 0.0;
  19746. this.sheen = null; // null will disable sheen bsdf
  19747. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19748. this.clearcoatNormalMap = null;
  19749. this.transparency = 0.0;
  19750. this.setValues( parameters );
  19751. }
  19752. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19753. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19754. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19755. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19756. MeshStandardMaterial.prototype.copy.call( this, source );
  19757. this.defines = {
  19758. 'STANDARD': '',
  19759. 'PHYSICAL': ''
  19760. };
  19761. this.reflectivity = source.reflectivity;
  19762. this.clearcoat = source.clearcoat;
  19763. this.clearcoatRoughness = source.clearcoatRoughness;
  19764. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19765. else { this.sheen = null; }
  19766. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19767. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19768. this.transparency = source.transparency;
  19769. return this;
  19770. };
  19771. /**
  19772. * @author mrdoob / http://mrdoob.com/
  19773. * @author alteredq / http://alteredqualia.com/
  19774. *
  19775. * parameters = {
  19776. * color: <hex>,
  19777. * specular: <hex>,
  19778. * shininess: <float>,
  19779. * opacity: <float>,
  19780. *
  19781. * map: new THREE.Texture( <Image> ),
  19782. *
  19783. * lightMap: new THREE.Texture( <Image> ),
  19784. * lightMapIntensity: <float>
  19785. *
  19786. * aoMap: new THREE.Texture( <Image> ),
  19787. * aoMapIntensity: <float>
  19788. *
  19789. * emissive: <hex>,
  19790. * emissiveIntensity: <float>
  19791. * emissiveMap: new THREE.Texture( <Image> ),
  19792. *
  19793. * bumpMap: new THREE.Texture( <Image> ),
  19794. * bumpScale: <float>,
  19795. *
  19796. * normalMap: new THREE.Texture( <Image> ),
  19797. * normalMapType: THREE.TangentSpaceNormalMap,
  19798. * normalScale: <Vector2>,
  19799. *
  19800. * displacementMap: new THREE.Texture( <Image> ),
  19801. * displacementScale: <float>,
  19802. * displacementBias: <float>,
  19803. *
  19804. * specularMap: new THREE.Texture( <Image> ),
  19805. *
  19806. * alphaMap: new THREE.Texture( <Image> ),
  19807. *
  19808. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19809. * combine: THREE.MultiplyOperation,
  19810. * reflectivity: <float>,
  19811. * refractionRatio: <float>,
  19812. *
  19813. * wireframe: <boolean>,
  19814. * wireframeLinewidth: <float>,
  19815. *
  19816. * skinning: <bool>,
  19817. * morphTargets: <bool>,
  19818. * morphNormals: <bool>
  19819. * }
  19820. */
  19821. function MeshPhongMaterial( parameters ) {
  19822. Material.call( this );
  19823. this.type = 'MeshPhongMaterial';
  19824. this.color = new Color( 0xffffff ); // diffuse
  19825. this.specular = new Color( 0x111111 );
  19826. this.shininess = 30;
  19827. this.map = null;
  19828. this.lightMap = null;
  19829. this.lightMapIntensity = 1.0;
  19830. this.aoMap = null;
  19831. this.aoMapIntensity = 1.0;
  19832. this.emissive = new Color( 0x000000 );
  19833. this.emissiveIntensity = 1.0;
  19834. this.emissiveMap = null;
  19835. this.bumpMap = null;
  19836. this.bumpScale = 1;
  19837. this.normalMap = null;
  19838. this.normalMapType = TangentSpaceNormalMap;
  19839. this.normalScale = new Vector2( 1, 1 );
  19840. this.displacementMap = null;
  19841. this.displacementScale = 1;
  19842. this.displacementBias = 0;
  19843. this.specularMap = null;
  19844. this.alphaMap = null;
  19845. this.envMap = null;
  19846. this.combine = MultiplyOperation;
  19847. this.reflectivity = 1;
  19848. this.refractionRatio = 0.98;
  19849. this.wireframe = false;
  19850. this.wireframeLinewidth = 1;
  19851. this.wireframeLinecap = 'round';
  19852. this.wireframeLinejoin = 'round';
  19853. this.skinning = false;
  19854. this.morphTargets = false;
  19855. this.morphNormals = false;
  19856. this.setValues( parameters );
  19857. }
  19858. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19859. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19860. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19861. MeshPhongMaterial.prototype.copy = function ( source ) {
  19862. Material.prototype.copy.call( this, source );
  19863. this.color.copy( source.color );
  19864. this.specular.copy( source.specular );
  19865. this.shininess = source.shininess;
  19866. this.map = source.map;
  19867. this.lightMap = source.lightMap;
  19868. this.lightMapIntensity = source.lightMapIntensity;
  19869. this.aoMap = source.aoMap;
  19870. this.aoMapIntensity = source.aoMapIntensity;
  19871. this.emissive.copy( source.emissive );
  19872. this.emissiveMap = source.emissiveMap;
  19873. this.emissiveIntensity = source.emissiveIntensity;
  19874. this.bumpMap = source.bumpMap;
  19875. this.bumpScale = source.bumpScale;
  19876. this.normalMap = source.normalMap;
  19877. this.normalMapType = source.normalMapType;
  19878. this.normalScale.copy( source.normalScale );
  19879. this.displacementMap = source.displacementMap;
  19880. this.displacementScale = source.displacementScale;
  19881. this.displacementBias = source.displacementBias;
  19882. this.specularMap = source.specularMap;
  19883. this.alphaMap = source.alphaMap;
  19884. this.envMap = source.envMap;
  19885. this.combine = source.combine;
  19886. this.reflectivity = source.reflectivity;
  19887. this.refractionRatio = source.refractionRatio;
  19888. this.wireframe = source.wireframe;
  19889. this.wireframeLinewidth = source.wireframeLinewidth;
  19890. this.wireframeLinecap = source.wireframeLinecap;
  19891. this.wireframeLinejoin = source.wireframeLinejoin;
  19892. this.skinning = source.skinning;
  19893. this.morphTargets = source.morphTargets;
  19894. this.morphNormals = source.morphNormals;
  19895. return this;
  19896. };
  19897. /**
  19898. * @author takahirox / http://github.com/takahirox
  19899. *
  19900. * parameters = {
  19901. * color: <hex>,
  19902. * specular: <hex>,
  19903. * shininess: <float>,
  19904. *
  19905. * map: new THREE.Texture( <Image> ),
  19906. * gradientMap: new THREE.Texture( <Image> ),
  19907. *
  19908. * lightMap: new THREE.Texture( <Image> ),
  19909. * lightMapIntensity: <float>
  19910. *
  19911. * aoMap: new THREE.Texture( <Image> ),
  19912. * aoMapIntensity: <float>
  19913. *
  19914. * emissive: <hex>,
  19915. * emissiveIntensity: <float>
  19916. * emissiveMap: new THREE.Texture( <Image> ),
  19917. *
  19918. * bumpMap: new THREE.Texture( <Image> ),
  19919. * bumpScale: <float>,
  19920. *
  19921. * normalMap: new THREE.Texture( <Image> ),
  19922. * normalMapType: THREE.TangentSpaceNormalMap,
  19923. * normalScale: <Vector2>,
  19924. *
  19925. * displacementMap: new THREE.Texture( <Image> ),
  19926. * displacementScale: <float>,
  19927. * displacementBias: <float>,
  19928. *
  19929. * specularMap: new THREE.Texture( <Image> ),
  19930. *
  19931. * alphaMap: new THREE.Texture( <Image> ),
  19932. *
  19933. * wireframe: <boolean>,
  19934. * wireframeLinewidth: <float>,
  19935. *
  19936. * skinning: <bool>,
  19937. * morphTargets: <bool>,
  19938. * morphNormals: <bool>
  19939. * }
  19940. */
  19941. function MeshToonMaterial( parameters ) {
  19942. Material.call( this );
  19943. this.defines = { 'TOON': '' };
  19944. this.type = 'MeshToonMaterial';
  19945. this.color = new Color( 0xffffff );
  19946. this.specular = new Color( 0x111111 );
  19947. this.shininess = 30;
  19948. this.map = null;
  19949. this.gradientMap = null;
  19950. this.lightMap = null;
  19951. this.lightMapIntensity = 1.0;
  19952. this.aoMap = null;
  19953. this.aoMapIntensity = 1.0;
  19954. this.emissive = new Color( 0x000000 );
  19955. this.emissiveIntensity = 1.0;
  19956. this.emissiveMap = null;
  19957. this.bumpMap = null;
  19958. this.bumpScale = 1;
  19959. this.normalMap = null;
  19960. this.normalMapType = TangentSpaceNormalMap;
  19961. this.normalScale = new Vector2( 1, 1 );
  19962. this.displacementMap = null;
  19963. this.displacementScale = 1;
  19964. this.displacementBias = 0;
  19965. this.specularMap = null;
  19966. this.alphaMap = null;
  19967. this.wireframe = false;
  19968. this.wireframeLinewidth = 1;
  19969. this.wireframeLinecap = 'round';
  19970. this.wireframeLinejoin = 'round';
  19971. this.skinning = false;
  19972. this.morphTargets = false;
  19973. this.morphNormals = false;
  19974. this.setValues( parameters );
  19975. }
  19976. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19977. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19978. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19979. MeshToonMaterial.prototype.copy = function ( source ) {
  19980. Material.prototype.copy.call( this, source );
  19981. this.color.copy( source.color );
  19982. this.specular.copy( source.specular );
  19983. this.shininess = source.shininess;
  19984. this.map = source.map;
  19985. this.gradientMap = source.gradientMap;
  19986. this.lightMap = source.lightMap;
  19987. this.lightMapIntensity = source.lightMapIntensity;
  19988. this.aoMap = source.aoMap;
  19989. this.aoMapIntensity = source.aoMapIntensity;
  19990. this.emissive.copy( source.emissive );
  19991. this.emissiveMap = source.emissiveMap;
  19992. this.emissiveIntensity = source.emissiveIntensity;
  19993. this.bumpMap = source.bumpMap;
  19994. this.bumpScale = source.bumpScale;
  19995. this.normalMap = source.normalMap;
  19996. this.normalMapType = source.normalMapType;
  19997. this.normalScale.copy( source.normalScale );
  19998. this.displacementMap = source.displacementMap;
  19999. this.displacementScale = source.displacementScale;
  20000. this.displacementBias = source.displacementBias;
  20001. this.specularMap = source.specularMap;
  20002. this.alphaMap = source.alphaMap;
  20003. this.wireframe = source.wireframe;
  20004. this.wireframeLinewidth = source.wireframeLinewidth;
  20005. this.wireframeLinecap = source.wireframeLinecap;
  20006. this.wireframeLinejoin = source.wireframeLinejoin;
  20007. this.skinning = source.skinning;
  20008. this.morphTargets = source.morphTargets;
  20009. this.morphNormals = source.morphNormals;
  20010. return this;
  20011. };
  20012. /**
  20013. * @author mrdoob / http://mrdoob.com/
  20014. * @author WestLangley / http://github.com/WestLangley
  20015. *
  20016. * parameters = {
  20017. * opacity: <float>,
  20018. *
  20019. * bumpMap: new THREE.Texture( <Image> ),
  20020. * bumpScale: <float>,
  20021. *
  20022. * normalMap: new THREE.Texture( <Image> ),
  20023. * normalMapType: THREE.TangentSpaceNormalMap,
  20024. * normalScale: <Vector2>,
  20025. *
  20026. * displacementMap: new THREE.Texture( <Image> ),
  20027. * displacementScale: <float>,
  20028. * displacementBias: <float>,
  20029. *
  20030. * wireframe: <boolean>,
  20031. * wireframeLinewidth: <float>
  20032. *
  20033. * skinning: <bool>,
  20034. * morphTargets: <bool>,
  20035. * morphNormals: <bool>
  20036. * }
  20037. */
  20038. function MeshNormalMaterial( parameters ) {
  20039. Material.call( this );
  20040. this.type = 'MeshNormalMaterial';
  20041. this.bumpMap = null;
  20042. this.bumpScale = 1;
  20043. this.normalMap = null;
  20044. this.normalMapType = TangentSpaceNormalMap;
  20045. this.normalScale = new Vector2( 1, 1 );
  20046. this.displacementMap = null;
  20047. this.displacementScale = 1;
  20048. this.displacementBias = 0;
  20049. this.wireframe = false;
  20050. this.wireframeLinewidth = 1;
  20051. this.fog = false;
  20052. this.skinning = false;
  20053. this.morphTargets = false;
  20054. this.morphNormals = false;
  20055. this.setValues( parameters );
  20056. }
  20057. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20058. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20059. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20060. MeshNormalMaterial.prototype.copy = function ( source ) {
  20061. Material.prototype.copy.call( this, source );
  20062. this.bumpMap = source.bumpMap;
  20063. this.bumpScale = source.bumpScale;
  20064. this.normalMap = source.normalMap;
  20065. this.normalMapType = source.normalMapType;
  20066. this.normalScale.copy( source.normalScale );
  20067. this.displacementMap = source.displacementMap;
  20068. this.displacementScale = source.displacementScale;
  20069. this.displacementBias = source.displacementBias;
  20070. this.wireframe = source.wireframe;
  20071. this.wireframeLinewidth = source.wireframeLinewidth;
  20072. this.skinning = source.skinning;
  20073. this.morphTargets = source.morphTargets;
  20074. this.morphNormals = source.morphNormals;
  20075. return this;
  20076. };
  20077. /**
  20078. * @author mrdoob / http://mrdoob.com/
  20079. * @author alteredq / http://alteredqualia.com/
  20080. *
  20081. * parameters = {
  20082. * color: <hex>,
  20083. * opacity: <float>,
  20084. *
  20085. * map: new THREE.Texture( <Image> ),
  20086. *
  20087. * lightMap: new THREE.Texture( <Image> ),
  20088. * lightMapIntensity: <float>
  20089. *
  20090. * aoMap: new THREE.Texture( <Image> ),
  20091. * aoMapIntensity: <float>
  20092. *
  20093. * emissive: <hex>,
  20094. * emissiveIntensity: <float>
  20095. * emissiveMap: new THREE.Texture( <Image> ),
  20096. *
  20097. * specularMap: new THREE.Texture( <Image> ),
  20098. *
  20099. * alphaMap: new THREE.Texture( <Image> ),
  20100. *
  20101. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20102. * combine: THREE.Multiply,
  20103. * reflectivity: <float>,
  20104. * refractionRatio: <float>,
  20105. *
  20106. * wireframe: <boolean>,
  20107. * wireframeLinewidth: <float>,
  20108. *
  20109. * skinning: <bool>,
  20110. * morphTargets: <bool>,
  20111. * morphNormals: <bool>
  20112. * }
  20113. */
  20114. function MeshLambertMaterial( parameters ) {
  20115. Material.call( this );
  20116. this.type = 'MeshLambertMaterial';
  20117. this.color = new Color( 0xffffff ); // diffuse
  20118. this.map = null;
  20119. this.lightMap = null;
  20120. this.lightMapIntensity = 1.0;
  20121. this.aoMap = null;
  20122. this.aoMapIntensity = 1.0;
  20123. this.emissive = new Color( 0x000000 );
  20124. this.emissiveIntensity = 1.0;
  20125. this.emissiveMap = null;
  20126. this.specularMap = null;
  20127. this.alphaMap = null;
  20128. this.envMap = null;
  20129. this.combine = MultiplyOperation;
  20130. this.reflectivity = 1;
  20131. this.refractionRatio = 0.98;
  20132. this.wireframe = false;
  20133. this.wireframeLinewidth = 1;
  20134. this.wireframeLinecap = 'round';
  20135. this.wireframeLinejoin = 'round';
  20136. this.skinning = false;
  20137. this.morphTargets = false;
  20138. this.morphNormals = false;
  20139. this.setValues( parameters );
  20140. }
  20141. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20142. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20143. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20144. MeshLambertMaterial.prototype.copy = function ( source ) {
  20145. Material.prototype.copy.call( this, source );
  20146. this.color.copy( source.color );
  20147. this.map = source.map;
  20148. this.lightMap = source.lightMap;
  20149. this.lightMapIntensity = source.lightMapIntensity;
  20150. this.aoMap = source.aoMap;
  20151. this.aoMapIntensity = source.aoMapIntensity;
  20152. this.emissive.copy( source.emissive );
  20153. this.emissiveMap = source.emissiveMap;
  20154. this.emissiveIntensity = source.emissiveIntensity;
  20155. this.specularMap = source.specularMap;
  20156. this.alphaMap = source.alphaMap;
  20157. this.envMap = source.envMap;
  20158. this.combine = source.combine;
  20159. this.reflectivity = source.reflectivity;
  20160. this.refractionRatio = source.refractionRatio;
  20161. this.wireframe = source.wireframe;
  20162. this.wireframeLinewidth = source.wireframeLinewidth;
  20163. this.wireframeLinecap = source.wireframeLinecap;
  20164. this.wireframeLinejoin = source.wireframeLinejoin;
  20165. this.skinning = source.skinning;
  20166. this.morphTargets = source.morphTargets;
  20167. this.morphNormals = source.morphNormals;
  20168. return this;
  20169. };
  20170. /**
  20171. * @author WestLangley / http://github.com/WestLangley
  20172. *
  20173. * parameters = {
  20174. * color: <hex>,
  20175. * opacity: <float>,
  20176. *
  20177. * matcap: new THREE.Texture( <Image> ),
  20178. *
  20179. * map: new THREE.Texture( <Image> ),
  20180. *
  20181. * bumpMap: new THREE.Texture( <Image> ),
  20182. * bumpScale: <float>,
  20183. *
  20184. * normalMap: new THREE.Texture( <Image> ),
  20185. * normalMapType: THREE.TangentSpaceNormalMap,
  20186. * normalScale: <Vector2>,
  20187. *
  20188. * displacementMap: new THREE.Texture( <Image> ),
  20189. * displacementScale: <float>,
  20190. * displacementBias: <float>,
  20191. *
  20192. * alphaMap: new THREE.Texture( <Image> ),
  20193. *
  20194. * skinning: <bool>,
  20195. * morphTargets: <bool>,
  20196. * morphNormals: <bool>
  20197. * }
  20198. */
  20199. function MeshMatcapMaterial( parameters ) {
  20200. Material.call( this );
  20201. this.defines = { 'MATCAP': '' };
  20202. this.type = 'MeshMatcapMaterial';
  20203. this.color = new Color( 0xffffff ); // diffuse
  20204. this.matcap = null;
  20205. this.map = null;
  20206. this.bumpMap = null;
  20207. this.bumpScale = 1;
  20208. this.normalMap = null;
  20209. this.normalMapType = TangentSpaceNormalMap;
  20210. this.normalScale = new Vector2( 1, 1 );
  20211. this.displacementMap = null;
  20212. this.displacementScale = 1;
  20213. this.displacementBias = 0;
  20214. this.alphaMap = null;
  20215. this.skinning = false;
  20216. this.morphTargets = false;
  20217. this.morphNormals = false;
  20218. this.setValues( parameters );
  20219. }
  20220. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20221. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20222. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20223. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20224. Material.prototype.copy.call( this, source );
  20225. this.defines = { 'MATCAP': '' };
  20226. this.color.copy( source.color );
  20227. this.matcap = source.matcap;
  20228. this.map = source.map;
  20229. this.bumpMap = source.bumpMap;
  20230. this.bumpScale = source.bumpScale;
  20231. this.normalMap = source.normalMap;
  20232. this.normalMapType = source.normalMapType;
  20233. this.normalScale.copy( source.normalScale );
  20234. this.displacementMap = source.displacementMap;
  20235. this.displacementScale = source.displacementScale;
  20236. this.displacementBias = source.displacementBias;
  20237. this.alphaMap = source.alphaMap;
  20238. this.skinning = source.skinning;
  20239. this.morphTargets = source.morphTargets;
  20240. this.morphNormals = source.morphNormals;
  20241. return this;
  20242. };
  20243. /**
  20244. * @author alteredq / http://alteredqualia.com/
  20245. *
  20246. * parameters = {
  20247. * color: <hex>,
  20248. * opacity: <float>,
  20249. *
  20250. * linewidth: <float>,
  20251. *
  20252. * scale: <float>,
  20253. * dashSize: <float>,
  20254. * gapSize: <float>
  20255. * }
  20256. */
  20257. function LineDashedMaterial( parameters ) {
  20258. LineBasicMaterial.call( this );
  20259. this.type = 'LineDashedMaterial';
  20260. this.scale = 1;
  20261. this.dashSize = 3;
  20262. this.gapSize = 1;
  20263. this.setValues( parameters );
  20264. }
  20265. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20266. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20267. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20268. LineDashedMaterial.prototype.copy = function ( source ) {
  20269. LineBasicMaterial.prototype.copy.call( this, source );
  20270. this.scale = source.scale;
  20271. this.dashSize = source.dashSize;
  20272. this.gapSize = source.gapSize;
  20273. return this;
  20274. };
  20275. var Materials = /*#__PURE__*/Object.freeze({
  20276. __proto__: null,
  20277. ShadowMaterial: ShadowMaterial,
  20278. SpriteMaterial: SpriteMaterial,
  20279. RawShaderMaterial: RawShaderMaterial,
  20280. ShaderMaterial: ShaderMaterial,
  20281. PointsMaterial: PointsMaterial,
  20282. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20283. MeshStandardMaterial: MeshStandardMaterial,
  20284. MeshPhongMaterial: MeshPhongMaterial,
  20285. MeshToonMaterial: MeshToonMaterial,
  20286. MeshNormalMaterial: MeshNormalMaterial,
  20287. MeshLambertMaterial: MeshLambertMaterial,
  20288. MeshDepthMaterial: MeshDepthMaterial,
  20289. MeshDistanceMaterial: MeshDistanceMaterial,
  20290. MeshBasicMaterial: MeshBasicMaterial,
  20291. MeshMatcapMaterial: MeshMatcapMaterial,
  20292. LineDashedMaterial: LineDashedMaterial,
  20293. LineBasicMaterial: LineBasicMaterial,
  20294. Material: Material
  20295. });
  20296. /**
  20297. * @author tschw
  20298. * @author Ben Houston / http://clara.io/
  20299. * @author David Sarno / http://lighthaus.us/
  20300. */
  20301. var AnimationUtils = {
  20302. // same as Array.prototype.slice, but also works on typed arrays
  20303. arraySlice: function ( array, from, to ) {
  20304. if ( AnimationUtils.isTypedArray( array ) ) {
  20305. // in ios9 array.subarray(from, undefined) will return empty array
  20306. // but array.subarray(from) or array.subarray(from, len) is correct
  20307. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20308. }
  20309. return array.slice( from, to );
  20310. },
  20311. // converts an array to a specific type
  20312. convertArray: function ( array, type, forceClone ) {
  20313. if ( ! array || // let 'undefined' and 'null' pass
  20314. ! forceClone && array.constructor === type ) { return array; }
  20315. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20316. return new type( array ); // create typed array
  20317. }
  20318. return Array.prototype.slice.call( array ); // create Array
  20319. },
  20320. isTypedArray: function ( object ) {
  20321. return ArrayBuffer.isView( object ) &&
  20322. ! ( object instanceof DataView );
  20323. },
  20324. // returns an array by which times and values can be sorted
  20325. getKeyframeOrder: function ( times ) {
  20326. function compareTime( i, j ) {
  20327. return times[ i ] - times[ j ];
  20328. }
  20329. var n = times.length;
  20330. var result = new Array( n );
  20331. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20332. result.sort( compareTime );
  20333. return result;
  20334. },
  20335. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20336. sortedArray: function ( values, stride, order ) {
  20337. var nValues = values.length;
  20338. var result = new values.constructor( nValues );
  20339. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20340. var srcOffset = order[ i ] * stride;
  20341. for ( var j = 0; j !== stride; ++ j ) {
  20342. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20343. }
  20344. }
  20345. return result;
  20346. },
  20347. // function for parsing AOS keyframe formats
  20348. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20349. var i = 1, key = jsonKeys[ 0 ];
  20350. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20351. key = jsonKeys[ i ++ ];
  20352. }
  20353. if ( key === undefined ) { return; } // no data
  20354. var value = key[ valuePropertyName ];
  20355. if ( value === undefined ) { return; } // no data
  20356. if ( Array.isArray( value ) ) {
  20357. do {
  20358. value = key[ valuePropertyName ];
  20359. if ( value !== undefined ) {
  20360. times.push( key.time );
  20361. values.push.apply( values, value ); // push all elements
  20362. }
  20363. key = jsonKeys[ i ++ ];
  20364. } while ( key !== undefined );
  20365. } else if ( value.toArray !== undefined ) {
  20366. // ...assume THREE.Math-ish
  20367. do {
  20368. value = key[ valuePropertyName ];
  20369. if ( value !== undefined ) {
  20370. times.push( key.time );
  20371. value.toArray( values, values.length );
  20372. }
  20373. key = jsonKeys[ i ++ ];
  20374. } while ( key !== undefined );
  20375. } else {
  20376. // otherwise push as-is
  20377. do {
  20378. value = key[ valuePropertyName ];
  20379. if ( value !== undefined ) {
  20380. times.push( key.time );
  20381. values.push( value );
  20382. }
  20383. key = jsonKeys[ i ++ ];
  20384. } while ( key !== undefined );
  20385. }
  20386. },
  20387. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20388. fps = fps || 30;
  20389. var clip = sourceClip.clone();
  20390. clip.name = name;
  20391. var tracks = [];
  20392. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20393. var track = clip.tracks[ i ];
  20394. var valueSize = track.getValueSize();
  20395. var times = [];
  20396. var values = [];
  20397. for ( var j = 0; j < track.times.length; ++ j ) {
  20398. var frame = track.times[ j ] * fps;
  20399. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20400. times.push( track.times[ j ] );
  20401. for ( var k = 0; k < valueSize; ++ k ) {
  20402. values.push( track.values[ j * valueSize + k ] );
  20403. }
  20404. }
  20405. if ( times.length === 0 ) { continue; }
  20406. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20407. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20408. tracks.push( track );
  20409. }
  20410. clip.tracks = tracks;
  20411. // find minimum .times value across all tracks in the trimmed clip
  20412. var minStartTime = Infinity;
  20413. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20414. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20415. minStartTime = clip.tracks[ i ].times[ 0 ];
  20416. }
  20417. }
  20418. // shift all tracks such that clip begins at t=0
  20419. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20420. clip.tracks[ i ].shift( - 1 * minStartTime );
  20421. }
  20422. clip.resetDuration();
  20423. return clip;
  20424. }
  20425. };
  20426. /**
  20427. * Abstract base class of interpolants over parametric samples.
  20428. *
  20429. * The parameter domain is one dimensional, typically the time or a path
  20430. * along a curve defined by the data.
  20431. *
  20432. * The sample values can have any dimensionality and derived classes may
  20433. * apply special interpretations to the data.
  20434. *
  20435. * This class provides the interval seek in a Template Method, deferring
  20436. * the actual interpolation to derived classes.
  20437. *
  20438. * Time complexity is O(1) for linear access crossing at most two points
  20439. * and O(log N) for random access, where N is the number of positions.
  20440. *
  20441. * References:
  20442. *
  20443. * http://www.oodesign.com/template-method-pattern.html
  20444. *
  20445. * @author tschw
  20446. */
  20447. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20448. this.parameterPositions = parameterPositions;
  20449. this._cachedIndex = 0;
  20450. this.resultBuffer = resultBuffer !== undefined ?
  20451. resultBuffer : new sampleValues.constructor( sampleSize );
  20452. this.sampleValues = sampleValues;
  20453. this.valueSize = sampleSize;
  20454. }
  20455. Object.assign( Interpolant.prototype, {
  20456. evaluate: function ( t ) {
  20457. var pp = this.parameterPositions,
  20458. i1 = this._cachedIndex,
  20459. t1 = pp[ i1 ],
  20460. t0 = pp[ i1 - 1 ];
  20461. validate_interval: {
  20462. seek: {
  20463. var right;
  20464. linear_scan: {
  20465. //- See http://jsperf.com/comparison-to-undefined/3
  20466. //- slower code:
  20467. //-
  20468. //- if ( t >= t1 || t1 === undefined ) {
  20469. forward_scan: if ( ! ( t < t1 ) ) {
  20470. for ( var giveUpAt = i1 + 2; ; ) {
  20471. if ( t1 === undefined ) {
  20472. if ( t < t0 ) { break forward_scan; }
  20473. // after end
  20474. i1 = pp.length;
  20475. this._cachedIndex = i1;
  20476. return this.afterEnd_( i1 - 1, t, t0 );
  20477. }
  20478. if ( i1 === giveUpAt ) { break; } // this loop
  20479. t0 = t1;
  20480. t1 = pp[ ++ i1 ];
  20481. if ( t < t1 ) {
  20482. // we have arrived at the sought interval
  20483. break seek;
  20484. }
  20485. }
  20486. // prepare binary search on the right side of the index
  20487. right = pp.length;
  20488. break linear_scan;
  20489. }
  20490. //- slower code:
  20491. //- if ( t < t0 || t0 === undefined ) {
  20492. if ( ! ( t >= t0 ) ) {
  20493. // looping?
  20494. var t1global = pp[ 1 ];
  20495. if ( t < t1global ) {
  20496. i1 = 2; // + 1, using the scan for the details
  20497. t0 = t1global;
  20498. }
  20499. // linear reverse scan
  20500. for ( var giveUpAt = i1 - 2; ; ) {
  20501. if ( t0 === undefined ) {
  20502. // before start
  20503. this._cachedIndex = 0;
  20504. return this.beforeStart_( 0, t, t1 );
  20505. }
  20506. if ( i1 === giveUpAt ) { break; } // this loop
  20507. t1 = t0;
  20508. t0 = pp[ -- i1 - 1 ];
  20509. if ( t >= t0 ) {
  20510. // we have arrived at the sought interval
  20511. break seek;
  20512. }
  20513. }
  20514. // prepare binary search on the left side of the index
  20515. right = i1;
  20516. i1 = 0;
  20517. break linear_scan;
  20518. }
  20519. // the interval is valid
  20520. break validate_interval;
  20521. } // linear scan
  20522. // binary search
  20523. while ( i1 < right ) {
  20524. var mid = ( i1 + right ) >>> 1;
  20525. if ( t < pp[ mid ] ) {
  20526. right = mid;
  20527. } else {
  20528. i1 = mid + 1;
  20529. }
  20530. }
  20531. t1 = pp[ i1 ];
  20532. t0 = pp[ i1 - 1 ];
  20533. // check boundary cases, again
  20534. if ( t0 === undefined ) {
  20535. this._cachedIndex = 0;
  20536. return this.beforeStart_( 0, t, t1 );
  20537. }
  20538. if ( t1 === undefined ) {
  20539. i1 = pp.length;
  20540. this._cachedIndex = i1;
  20541. return this.afterEnd_( i1 - 1, t0, t );
  20542. }
  20543. } // seek
  20544. this._cachedIndex = i1;
  20545. this.intervalChanged_( i1, t0, t1 );
  20546. } // validate_interval
  20547. return this.interpolate_( i1, t0, t, t1 );
  20548. },
  20549. settings: null, // optional, subclass-specific settings structure
  20550. // Note: The indirection allows central control of many interpolants.
  20551. // --- Protected interface
  20552. DefaultSettings_: {},
  20553. getSettings_: function () {
  20554. return this.settings || this.DefaultSettings_;
  20555. },
  20556. copySampleValue_: function ( index ) {
  20557. // copies a sample value to the result buffer
  20558. var result = this.resultBuffer,
  20559. values = this.sampleValues,
  20560. stride = this.valueSize,
  20561. offset = index * stride;
  20562. for ( var i = 0; i !== stride; ++ i ) {
  20563. result[ i ] = values[ offset + i ];
  20564. }
  20565. return result;
  20566. },
  20567. // Template methods for derived classes:
  20568. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20569. throw new Error( 'call to abstract method' );
  20570. // implementations shall return this.resultBuffer
  20571. },
  20572. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20573. // empty
  20574. }
  20575. } );
  20576. //!\ DECLARE ALIAS AFTER assign prototype !
  20577. Object.assign( Interpolant.prototype, {
  20578. //( 0, t, t0 ), returns this.resultBuffer
  20579. beforeStart_: Interpolant.prototype.copySampleValue_,
  20580. //( N-1, tN-1, t ), returns this.resultBuffer
  20581. afterEnd_: Interpolant.prototype.copySampleValue_,
  20582. } );
  20583. /**
  20584. * Fast and simple cubic spline interpolant.
  20585. *
  20586. * It was derived from a Hermitian construction setting the first derivative
  20587. * at each sample position to the linear slope between neighboring positions
  20588. * over their parameter interval.
  20589. *
  20590. * @author tschw
  20591. */
  20592. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20593. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20594. this._weightPrev = - 0;
  20595. this._offsetPrev = - 0;
  20596. this._weightNext = - 0;
  20597. this._offsetNext = - 0;
  20598. }
  20599. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20600. constructor: CubicInterpolant,
  20601. DefaultSettings_: {
  20602. endingStart: ZeroCurvatureEnding,
  20603. endingEnd: ZeroCurvatureEnding
  20604. },
  20605. intervalChanged_: function ( i1, t0, t1 ) {
  20606. var pp = this.parameterPositions,
  20607. iPrev = i1 - 2,
  20608. iNext = i1 + 1,
  20609. tPrev = pp[ iPrev ],
  20610. tNext = pp[ iNext ];
  20611. if ( tPrev === undefined ) {
  20612. switch ( this.getSettings_().endingStart ) {
  20613. case ZeroSlopeEnding:
  20614. // f'(t0) = 0
  20615. iPrev = i1;
  20616. tPrev = 2 * t0 - t1;
  20617. break;
  20618. case WrapAroundEnding:
  20619. // use the other end of the curve
  20620. iPrev = pp.length - 2;
  20621. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20622. break;
  20623. default: // ZeroCurvatureEnding
  20624. // f''(t0) = 0 a.k.a. Natural Spline
  20625. iPrev = i1;
  20626. tPrev = t1;
  20627. }
  20628. }
  20629. if ( tNext === undefined ) {
  20630. switch ( this.getSettings_().endingEnd ) {
  20631. case ZeroSlopeEnding:
  20632. // f'(tN) = 0
  20633. iNext = i1;
  20634. tNext = 2 * t1 - t0;
  20635. break;
  20636. case WrapAroundEnding:
  20637. // use the other end of the curve
  20638. iNext = 1;
  20639. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20640. break;
  20641. default: // ZeroCurvatureEnding
  20642. // f''(tN) = 0, a.k.a. Natural Spline
  20643. iNext = i1 - 1;
  20644. tNext = t0;
  20645. }
  20646. }
  20647. var halfDt = ( t1 - t0 ) * 0.5,
  20648. stride = this.valueSize;
  20649. this._weightPrev = halfDt / ( t0 - tPrev );
  20650. this._weightNext = halfDt / ( tNext - t1 );
  20651. this._offsetPrev = iPrev * stride;
  20652. this._offsetNext = iNext * stride;
  20653. },
  20654. interpolate_: function ( i1, t0, t, t1 ) {
  20655. var result = this.resultBuffer,
  20656. values = this.sampleValues,
  20657. stride = this.valueSize,
  20658. o1 = i1 * stride, o0 = o1 - stride,
  20659. oP = this._offsetPrev, oN = this._offsetNext,
  20660. wP = this._weightPrev, wN = this._weightNext,
  20661. p = ( t - t0 ) / ( t1 - t0 ),
  20662. pp = p * p,
  20663. ppp = pp * p;
  20664. // evaluate polynomials
  20665. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20666. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20667. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20668. var sN = wN * ppp - wN * pp;
  20669. // combine data linearly
  20670. for ( var i = 0; i !== stride; ++ i ) {
  20671. result[ i ] =
  20672. sP * values[ oP + i ] +
  20673. s0 * values[ o0 + i ] +
  20674. s1 * values[ o1 + i ] +
  20675. sN * values[ oN + i ];
  20676. }
  20677. return result;
  20678. }
  20679. } );
  20680. /**
  20681. * @author tschw
  20682. */
  20683. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20684. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20685. }
  20686. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20687. constructor: LinearInterpolant,
  20688. interpolate_: function ( i1, t0, t, t1 ) {
  20689. var result = this.resultBuffer,
  20690. values = this.sampleValues,
  20691. stride = this.valueSize,
  20692. offset1 = i1 * stride,
  20693. offset0 = offset1 - stride,
  20694. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20695. weight0 = 1 - weight1;
  20696. for ( var i = 0; i !== stride; ++ i ) {
  20697. result[ i ] =
  20698. values[ offset0 + i ] * weight0 +
  20699. values[ offset1 + i ] * weight1;
  20700. }
  20701. return result;
  20702. }
  20703. } );
  20704. /**
  20705. *
  20706. * Interpolant that evaluates to the sample value at the position preceeding
  20707. * the parameter.
  20708. *
  20709. * @author tschw
  20710. */
  20711. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20712. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20713. }
  20714. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20715. constructor: DiscreteInterpolant,
  20716. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20717. return this.copySampleValue_( i1 - 1 );
  20718. }
  20719. } );
  20720. /**
  20721. *
  20722. * A timed sequence of keyframes for a specific property.
  20723. *
  20724. *
  20725. * @author Ben Houston / http://clara.io/
  20726. * @author David Sarno / http://lighthaus.us/
  20727. * @author tschw
  20728. */
  20729. function KeyframeTrack( name, times, values, interpolation ) {
  20730. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20731. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20732. this.name = name;
  20733. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20734. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20735. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20736. }
  20737. // Static methods
  20738. Object.assign( KeyframeTrack, {
  20739. // Serialization (in static context, because of constructor invocation
  20740. // and automatic invocation of .toJSON):
  20741. toJSON: function ( track ) {
  20742. var trackType = track.constructor;
  20743. var json;
  20744. // derived classes can define a static toJSON method
  20745. if ( trackType.toJSON !== undefined ) {
  20746. json = trackType.toJSON( track );
  20747. } else {
  20748. // by default, we assume the data can be serialized as-is
  20749. json = {
  20750. 'name': track.name,
  20751. 'times': AnimationUtils.convertArray( track.times, Array ),
  20752. 'values': AnimationUtils.convertArray( track.values, Array )
  20753. };
  20754. var interpolation = track.getInterpolation();
  20755. if ( interpolation !== track.DefaultInterpolation ) {
  20756. json.interpolation = interpolation;
  20757. }
  20758. }
  20759. json.type = track.ValueTypeName; // mandatory
  20760. return json;
  20761. }
  20762. } );
  20763. Object.assign( KeyframeTrack.prototype, {
  20764. constructor: KeyframeTrack,
  20765. TimeBufferType: Float32Array,
  20766. ValueBufferType: Float32Array,
  20767. DefaultInterpolation: InterpolateLinear,
  20768. InterpolantFactoryMethodDiscrete: function ( result ) {
  20769. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20770. },
  20771. InterpolantFactoryMethodLinear: function ( result ) {
  20772. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20773. },
  20774. InterpolantFactoryMethodSmooth: function ( result ) {
  20775. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20776. },
  20777. setInterpolation: function ( interpolation ) {
  20778. var factoryMethod;
  20779. switch ( interpolation ) {
  20780. case InterpolateDiscrete:
  20781. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20782. break;
  20783. case InterpolateLinear:
  20784. factoryMethod = this.InterpolantFactoryMethodLinear;
  20785. break;
  20786. case InterpolateSmooth:
  20787. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20788. break;
  20789. }
  20790. if ( factoryMethod === undefined ) {
  20791. var message = "unsupported interpolation for " +
  20792. this.ValueTypeName + " keyframe track named " + this.name;
  20793. if ( this.createInterpolant === undefined ) {
  20794. // fall back to default, unless the default itself is messed up
  20795. if ( interpolation !== this.DefaultInterpolation ) {
  20796. this.setInterpolation( this.DefaultInterpolation );
  20797. } else {
  20798. throw new Error( message ); // fatal, in this case
  20799. }
  20800. }
  20801. console.warn( 'THREE.KeyframeTrack:', message );
  20802. return this;
  20803. }
  20804. this.createInterpolant = factoryMethod;
  20805. return this;
  20806. },
  20807. getInterpolation: function () {
  20808. switch ( this.createInterpolant ) {
  20809. case this.InterpolantFactoryMethodDiscrete:
  20810. return InterpolateDiscrete;
  20811. case this.InterpolantFactoryMethodLinear:
  20812. return InterpolateLinear;
  20813. case this.InterpolantFactoryMethodSmooth:
  20814. return InterpolateSmooth;
  20815. }
  20816. },
  20817. getValueSize: function () {
  20818. return this.values.length / this.times.length;
  20819. },
  20820. // move all keyframes either forwards or backwards in time
  20821. shift: function ( timeOffset ) {
  20822. if ( timeOffset !== 0.0 ) {
  20823. var times = this.times;
  20824. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20825. times[ i ] += timeOffset;
  20826. }
  20827. }
  20828. return this;
  20829. },
  20830. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20831. scale: function ( timeScale ) {
  20832. if ( timeScale !== 1.0 ) {
  20833. var times = this.times;
  20834. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20835. times[ i ] *= timeScale;
  20836. }
  20837. }
  20838. return this;
  20839. },
  20840. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20841. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20842. trim: function ( startTime, endTime ) {
  20843. var times = this.times,
  20844. nKeys = times.length,
  20845. from = 0,
  20846. to = nKeys - 1;
  20847. while ( from !== nKeys && times[ from ] < startTime ) {
  20848. ++ from;
  20849. }
  20850. while ( to !== - 1 && times[ to ] > endTime ) {
  20851. -- to;
  20852. }
  20853. ++ to; // inclusive -> exclusive bound
  20854. if ( from !== 0 || to !== nKeys ) {
  20855. // empty tracks are forbidden, so keep at least one keyframe
  20856. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20857. var stride = this.getValueSize();
  20858. this.times = AnimationUtils.arraySlice( times, from, to );
  20859. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20860. }
  20861. return this;
  20862. },
  20863. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20864. validate: function () {
  20865. var valid = true;
  20866. var valueSize = this.getValueSize();
  20867. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20868. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20869. valid = false;
  20870. }
  20871. var times = this.times,
  20872. values = this.values,
  20873. nKeys = times.length;
  20874. if ( nKeys === 0 ) {
  20875. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20876. valid = false;
  20877. }
  20878. var prevTime = null;
  20879. for ( var i = 0; i !== nKeys; i ++ ) {
  20880. var currTime = times[ i ];
  20881. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20882. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20883. valid = false;
  20884. break;
  20885. }
  20886. if ( prevTime !== null && prevTime > currTime ) {
  20887. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20888. valid = false;
  20889. break;
  20890. }
  20891. prevTime = currTime;
  20892. }
  20893. if ( values !== undefined ) {
  20894. if ( AnimationUtils.isTypedArray( values ) ) {
  20895. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20896. var value = values[ i ];
  20897. if ( isNaN( value ) ) {
  20898. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20899. valid = false;
  20900. break;
  20901. }
  20902. }
  20903. }
  20904. }
  20905. return valid;
  20906. },
  20907. // removes equivalent sequential keys as common in morph target sequences
  20908. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20909. optimize: function () {
  20910. var times = this.times,
  20911. values = this.values,
  20912. stride = this.getValueSize(),
  20913. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20914. writeIndex = 1,
  20915. lastIndex = times.length - 1;
  20916. for ( var i = 1; i < lastIndex; ++ i ) {
  20917. var keep = false;
  20918. var time = times[ i ];
  20919. var timeNext = times[ i + 1 ];
  20920. // remove adjacent keyframes scheduled at the same time
  20921. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20922. if ( ! smoothInterpolation ) {
  20923. // remove unnecessary keyframes same as their neighbors
  20924. var offset = i * stride,
  20925. offsetP = offset - stride,
  20926. offsetN = offset + stride;
  20927. for ( var j = 0; j !== stride; ++ j ) {
  20928. var value = values[ offset + j ];
  20929. if ( value !== values[ offsetP + j ] ||
  20930. value !== values[ offsetN + j ] ) {
  20931. keep = true;
  20932. break;
  20933. }
  20934. }
  20935. } else {
  20936. keep = true;
  20937. }
  20938. }
  20939. // in-place compaction
  20940. if ( keep ) {
  20941. if ( i !== writeIndex ) {
  20942. times[ writeIndex ] = times[ i ];
  20943. var readOffset = i * stride,
  20944. writeOffset = writeIndex * stride;
  20945. for ( var j = 0; j !== stride; ++ j ) {
  20946. values[ writeOffset + j ] = values[ readOffset + j ];
  20947. }
  20948. }
  20949. ++ writeIndex;
  20950. }
  20951. }
  20952. // flush last keyframe (compaction looks ahead)
  20953. if ( lastIndex > 0 ) {
  20954. times[ writeIndex ] = times[ lastIndex ];
  20955. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20956. values[ writeOffset + j ] = values[ readOffset + j ];
  20957. }
  20958. ++ writeIndex;
  20959. }
  20960. if ( writeIndex !== times.length ) {
  20961. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20962. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20963. }
  20964. return this;
  20965. },
  20966. clone: function () {
  20967. var times = AnimationUtils.arraySlice( this.times, 0 );
  20968. var values = AnimationUtils.arraySlice( this.values, 0 );
  20969. var TypedKeyframeTrack = this.constructor;
  20970. var track = new TypedKeyframeTrack( this.name, times, values );
  20971. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20972. track.createInterpolant = this.createInterpolant;
  20973. return track;
  20974. }
  20975. } );
  20976. /**
  20977. *
  20978. * A Track of Boolean keyframe values.
  20979. *
  20980. *
  20981. * @author Ben Houston / http://clara.io/
  20982. * @author David Sarno / http://lighthaus.us/
  20983. * @author tschw
  20984. */
  20985. function BooleanKeyframeTrack( name, times, values ) {
  20986. KeyframeTrack.call( this, name, times, values );
  20987. }
  20988. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20989. constructor: BooleanKeyframeTrack,
  20990. ValueTypeName: 'bool',
  20991. ValueBufferType: Array,
  20992. DefaultInterpolation: InterpolateDiscrete,
  20993. InterpolantFactoryMethodLinear: undefined,
  20994. InterpolantFactoryMethodSmooth: undefined
  20995. // Note: Actually this track could have a optimized / compressed
  20996. // representation of a single value and a custom interpolant that
  20997. // computes "firstValue ^ isOdd( index )".
  20998. } );
  20999. /**
  21000. *
  21001. * A Track of keyframe values that represent color.
  21002. *
  21003. *
  21004. * @author Ben Houston / http://clara.io/
  21005. * @author David Sarno / http://lighthaus.us/
  21006. * @author tschw
  21007. */
  21008. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21009. KeyframeTrack.call( this, name, times, values, interpolation );
  21010. }
  21011. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21012. constructor: ColorKeyframeTrack,
  21013. ValueTypeName: 'color'
  21014. // ValueBufferType is inherited
  21015. // DefaultInterpolation is inherited
  21016. // Note: Very basic implementation and nothing special yet.
  21017. // However, this is the place for color space parameterization.
  21018. } );
  21019. /**
  21020. *
  21021. * A Track of numeric keyframe values.
  21022. *
  21023. * @author Ben Houston / http://clara.io/
  21024. * @author David Sarno / http://lighthaus.us/
  21025. * @author tschw
  21026. */
  21027. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21028. KeyframeTrack.call( this, name, times, values, interpolation );
  21029. }
  21030. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21031. constructor: NumberKeyframeTrack,
  21032. ValueTypeName: 'number'
  21033. // ValueBufferType is inherited
  21034. // DefaultInterpolation is inherited
  21035. } );
  21036. /**
  21037. * Spherical linear unit quaternion interpolant.
  21038. *
  21039. * @author tschw
  21040. */
  21041. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21042. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21043. }
  21044. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21045. constructor: QuaternionLinearInterpolant,
  21046. interpolate_: function ( i1, t0, t, t1 ) {
  21047. var result = this.resultBuffer,
  21048. values = this.sampleValues,
  21049. stride = this.valueSize,
  21050. offset = i1 * stride,
  21051. alpha = ( t - t0 ) / ( t1 - t0 );
  21052. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21053. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21054. }
  21055. return result;
  21056. }
  21057. } );
  21058. /**
  21059. *
  21060. * A Track of quaternion keyframe values.
  21061. *
  21062. * @author Ben Houston / http://clara.io/
  21063. * @author David Sarno / http://lighthaus.us/
  21064. * @author tschw
  21065. */
  21066. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21067. KeyframeTrack.call( this, name, times, values, interpolation );
  21068. }
  21069. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21070. constructor: QuaternionKeyframeTrack,
  21071. ValueTypeName: 'quaternion',
  21072. // ValueBufferType is inherited
  21073. DefaultInterpolation: InterpolateLinear,
  21074. InterpolantFactoryMethodLinear: function ( result ) {
  21075. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21076. },
  21077. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21078. } );
  21079. /**
  21080. *
  21081. * A Track that interpolates Strings
  21082. *
  21083. *
  21084. * @author Ben Houston / http://clara.io/
  21085. * @author David Sarno / http://lighthaus.us/
  21086. * @author tschw
  21087. */
  21088. function StringKeyframeTrack( name, times, values, interpolation ) {
  21089. KeyframeTrack.call( this, name, times, values, interpolation );
  21090. }
  21091. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21092. constructor: StringKeyframeTrack,
  21093. ValueTypeName: 'string',
  21094. ValueBufferType: Array,
  21095. DefaultInterpolation: InterpolateDiscrete,
  21096. InterpolantFactoryMethodLinear: undefined,
  21097. InterpolantFactoryMethodSmooth: undefined
  21098. } );
  21099. /**
  21100. *
  21101. * A Track of vectored keyframe values.
  21102. *
  21103. *
  21104. * @author Ben Houston / http://clara.io/
  21105. * @author David Sarno / http://lighthaus.us/
  21106. * @author tschw
  21107. */
  21108. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21109. KeyframeTrack.call( this, name, times, values, interpolation );
  21110. }
  21111. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21112. constructor: VectorKeyframeTrack,
  21113. ValueTypeName: 'vector'
  21114. // ValueBufferType is inherited
  21115. // DefaultInterpolation is inherited
  21116. } );
  21117. /**
  21118. *
  21119. * Reusable set of Tracks that represent an animation.
  21120. *
  21121. * @author Ben Houston / http://clara.io/
  21122. * @author David Sarno / http://lighthaus.us/
  21123. */
  21124. function AnimationClip( name, duration, tracks ) {
  21125. this.name = name;
  21126. this.tracks = tracks;
  21127. this.duration = ( duration !== undefined ) ? duration : - 1;
  21128. this.uuid = _Math.generateUUID();
  21129. // this means it should figure out its duration by scanning the tracks
  21130. if ( this.duration < 0 ) {
  21131. this.resetDuration();
  21132. }
  21133. }
  21134. function getTrackTypeForValueTypeName( typeName ) {
  21135. switch ( typeName.toLowerCase() ) {
  21136. case 'scalar':
  21137. case 'double':
  21138. case 'float':
  21139. case 'number':
  21140. case 'integer':
  21141. return NumberKeyframeTrack;
  21142. case 'vector':
  21143. case 'vector2':
  21144. case 'vector3':
  21145. case 'vector4':
  21146. return VectorKeyframeTrack;
  21147. case 'color':
  21148. return ColorKeyframeTrack;
  21149. case 'quaternion':
  21150. return QuaternionKeyframeTrack;
  21151. case 'bool':
  21152. case 'boolean':
  21153. return BooleanKeyframeTrack;
  21154. case 'string':
  21155. return StringKeyframeTrack;
  21156. }
  21157. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21158. }
  21159. function parseKeyframeTrack( json ) {
  21160. if ( json.type === undefined ) {
  21161. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21162. }
  21163. var trackType = getTrackTypeForValueTypeName( json.type );
  21164. if ( json.times === undefined ) {
  21165. var times = [], values = [];
  21166. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21167. json.times = times;
  21168. json.values = values;
  21169. }
  21170. // derived classes can define a static parse method
  21171. if ( trackType.parse !== undefined ) {
  21172. return trackType.parse( json );
  21173. } else {
  21174. // by default, we assume a constructor compatible with the base
  21175. return new trackType( json.name, json.times, json.values, json.interpolation );
  21176. }
  21177. }
  21178. Object.assign( AnimationClip, {
  21179. parse: function ( json ) {
  21180. var tracks = [],
  21181. jsonTracks = json.tracks,
  21182. frameTime = 1.0 / ( json.fps || 1.0 );
  21183. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21184. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21185. }
  21186. return new AnimationClip( json.name, json.duration, tracks );
  21187. },
  21188. toJSON: function ( clip ) {
  21189. var tracks = [],
  21190. clipTracks = clip.tracks;
  21191. var json = {
  21192. 'name': clip.name,
  21193. 'duration': clip.duration,
  21194. 'tracks': tracks,
  21195. 'uuid': clip.uuid
  21196. };
  21197. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21198. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21199. }
  21200. return json;
  21201. },
  21202. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21203. var numMorphTargets = morphTargetSequence.length;
  21204. var tracks = [];
  21205. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21206. var times = [];
  21207. var values = [];
  21208. times.push(
  21209. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21210. i,
  21211. ( i + 1 ) % numMorphTargets );
  21212. values.push( 0, 1, 0 );
  21213. var order = AnimationUtils.getKeyframeOrder( times );
  21214. times = AnimationUtils.sortedArray( times, 1, order );
  21215. values = AnimationUtils.sortedArray( values, 1, order );
  21216. // if there is a key at the first frame, duplicate it as the
  21217. // last frame as well for perfect loop.
  21218. if ( ! noLoop && times[ 0 ] === 0 ) {
  21219. times.push( numMorphTargets );
  21220. values.push( values[ 0 ] );
  21221. }
  21222. tracks.push(
  21223. new NumberKeyframeTrack(
  21224. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21225. times, values
  21226. ).scale( 1.0 / fps ) );
  21227. }
  21228. return new AnimationClip( name, - 1, tracks );
  21229. },
  21230. findByName: function ( objectOrClipArray, name ) {
  21231. var clipArray = objectOrClipArray;
  21232. if ( ! Array.isArray( objectOrClipArray ) ) {
  21233. var o = objectOrClipArray;
  21234. clipArray = o.geometry && o.geometry.animations || o.animations;
  21235. }
  21236. for ( var i = 0; i < clipArray.length; i ++ ) {
  21237. if ( clipArray[ i ].name === name ) {
  21238. return clipArray[ i ];
  21239. }
  21240. }
  21241. return null;
  21242. },
  21243. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21244. var animationToMorphTargets = {};
  21245. // tested with https://regex101.com/ on trick sequences
  21246. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21247. var pattern = /^([\w-]*?)([\d]+)$/;
  21248. // sort morph target names into animation groups based
  21249. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21250. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21251. var morphTarget = morphTargets[ i ];
  21252. var parts = morphTarget.name.match( pattern );
  21253. if ( parts && parts.length > 1 ) {
  21254. var name = parts[ 1 ];
  21255. var animationMorphTargets = animationToMorphTargets[ name ];
  21256. if ( ! animationMorphTargets ) {
  21257. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21258. }
  21259. animationMorphTargets.push( morphTarget );
  21260. }
  21261. }
  21262. var clips = [];
  21263. for ( var name in animationToMorphTargets ) {
  21264. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21265. }
  21266. return clips;
  21267. },
  21268. // parse the animation.hierarchy format
  21269. parseAnimation: function ( animation, bones ) {
  21270. if ( ! animation ) {
  21271. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21272. return null;
  21273. }
  21274. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21275. // only return track if there are actually keys.
  21276. if ( animationKeys.length !== 0 ) {
  21277. var times = [];
  21278. var values = [];
  21279. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21280. // empty keys are filtered out, so check again
  21281. if ( times.length !== 0 ) {
  21282. destTracks.push( new trackType( trackName, times, values ) );
  21283. }
  21284. }
  21285. };
  21286. var tracks = [];
  21287. var clipName = animation.name || 'default';
  21288. // automatic length determination in AnimationClip.
  21289. var duration = animation.length || - 1;
  21290. var fps = animation.fps || 30;
  21291. var hierarchyTracks = animation.hierarchy || [];
  21292. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21293. var animationKeys = hierarchyTracks[ h ].keys;
  21294. // skip empty tracks
  21295. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21296. // process morph targets
  21297. if ( animationKeys[ 0 ].morphTargets ) {
  21298. // figure out all morph targets used in this track
  21299. var morphTargetNames = {};
  21300. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21301. if ( animationKeys[ k ].morphTargets ) {
  21302. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21303. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21304. }
  21305. }
  21306. }
  21307. // create a track for each morph target with all zero
  21308. // morphTargetInfluences except for the keys in which
  21309. // the morphTarget is named.
  21310. for ( var morphTargetName in morphTargetNames ) {
  21311. var times = [];
  21312. var values = [];
  21313. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21314. var animationKey = animationKeys[ k ];
  21315. times.push( animationKey.time );
  21316. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21317. }
  21318. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21319. }
  21320. duration = morphTargetNames.length * ( fps || 1.0 );
  21321. } else {
  21322. // ...assume skeletal animation
  21323. var boneName = '.bones[' + bones[ h ].name + ']';
  21324. addNonemptyTrack(
  21325. VectorKeyframeTrack, boneName + '.position',
  21326. animationKeys, 'pos', tracks );
  21327. addNonemptyTrack(
  21328. QuaternionKeyframeTrack, boneName + '.quaternion',
  21329. animationKeys, 'rot', tracks );
  21330. addNonemptyTrack(
  21331. VectorKeyframeTrack, boneName + '.scale',
  21332. animationKeys, 'scl', tracks );
  21333. }
  21334. }
  21335. if ( tracks.length === 0 ) {
  21336. return null;
  21337. }
  21338. var clip = new AnimationClip( clipName, duration, tracks );
  21339. return clip;
  21340. }
  21341. } );
  21342. Object.assign( AnimationClip.prototype, {
  21343. resetDuration: function () {
  21344. var tracks = this.tracks, duration = 0;
  21345. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21346. var track = this.tracks[ i ];
  21347. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21348. }
  21349. this.duration = duration;
  21350. return this;
  21351. },
  21352. trim: function () {
  21353. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21354. this.tracks[ i ].trim( 0, this.duration );
  21355. }
  21356. return this;
  21357. },
  21358. validate: function () {
  21359. var valid = true;
  21360. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21361. valid = valid && this.tracks[ i ].validate();
  21362. }
  21363. return valid;
  21364. },
  21365. optimize: function () {
  21366. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21367. this.tracks[ i ].optimize();
  21368. }
  21369. return this;
  21370. },
  21371. clone: function () {
  21372. var tracks = [];
  21373. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21374. tracks.push( this.tracks[ i ].clone() );
  21375. }
  21376. return new AnimationClip( this.name, this.duration, tracks );
  21377. }
  21378. } );
  21379. /**
  21380. * @author mrdoob / http://mrdoob.com/
  21381. */
  21382. var Cache = {
  21383. enabled: false,
  21384. files: {},
  21385. add: function ( key, file ) {
  21386. if ( this.enabled === false ) { return; }
  21387. // console.log( 'THREE.Cache', 'Adding key:', key );
  21388. this.files[ key ] = file;
  21389. },
  21390. get: function ( key ) {
  21391. if ( this.enabled === false ) { return; }
  21392. // console.log( 'THREE.Cache', 'Checking key:', key );
  21393. return this.files[ key ];
  21394. },
  21395. remove: function ( key ) {
  21396. delete this.files[ key ];
  21397. },
  21398. clear: function () {
  21399. this.files = {};
  21400. }
  21401. };
  21402. /**
  21403. * @author mrdoob / http://mrdoob.com/
  21404. */
  21405. function LoadingManager( onLoad, onProgress, onError ) {
  21406. var scope = this;
  21407. var isLoading = false;
  21408. var itemsLoaded = 0;
  21409. var itemsTotal = 0;
  21410. var urlModifier = undefined;
  21411. var handlers = [];
  21412. // Refer to #5689 for the reason why we don't set .onStart
  21413. // in the constructor
  21414. this.onStart = undefined;
  21415. this.onLoad = onLoad;
  21416. this.onProgress = onProgress;
  21417. this.onError = onError;
  21418. this.itemStart = function ( url ) {
  21419. itemsTotal ++;
  21420. if ( isLoading === false ) {
  21421. if ( scope.onStart !== undefined ) {
  21422. scope.onStart( url, itemsLoaded, itemsTotal );
  21423. }
  21424. }
  21425. isLoading = true;
  21426. };
  21427. this.itemEnd = function ( url ) {
  21428. itemsLoaded ++;
  21429. if ( scope.onProgress !== undefined ) {
  21430. scope.onProgress( url, itemsLoaded, itemsTotal );
  21431. }
  21432. if ( itemsLoaded === itemsTotal ) {
  21433. isLoading = false;
  21434. if ( scope.onLoad !== undefined ) {
  21435. scope.onLoad();
  21436. }
  21437. }
  21438. };
  21439. this.itemError = function ( url ) {
  21440. if ( scope.onError !== undefined ) {
  21441. scope.onError( url );
  21442. }
  21443. };
  21444. this.resolveURL = function ( url ) {
  21445. if ( urlModifier ) {
  21446. return urlModifier( url );
  21447. }
  21448. return url;
  21449. };
  21450. this.setURLModifier = function ( transform ) {
  21451. urlModifier = transform;
  21452. return this;
  21453. };
  21454. this.addHandler = function ( regex, loader ) {
  21455. handlers.push( regex, loader );
  21456. return this;
  21457. };
  21458. this.removeHandler = function ( regex ) {
  21459. var index = handlers.indexOf( regex );
  21460. if ( index !== - 1 ) {
  21461. handlers.splice( index, 2 );
  21462. }
  21463. return this;
  21464. };
  21465. this.getHandler = function ( file ) {
  21466. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21467. var regex = handlers[ i ];
  21468. var loader = handlers[ i + 1 ];
  21469. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21470. if ( regex.test( file ) ) {
  21471. return loader;
  21472. }
  21473. }
  21474. return null;
  21475. };
  21476. }
  21477. var DefaultLoadingManager = new LoadingManager();
  21478. /**
  21479. * @author alteredq / http://alteredqualia.com/
  21480. */
  21481. function Loader( manager ) {
  21482. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21483. this.crossOrigin = 'anonymous';
  21484. this.path = '';
  21485. this.resourcePath = '';
  21486. }
  21487. Object.assign( Loader.prototype, {
  21488. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21489. parse: function ( /* data */ ) {},
  21490. setCrossOrigin: function ( crossOrigin ) {
  21491. this.crossOrigin = crossOrigin;
  21492. return this;
  21493. },
  21494. setPath: function ( path ) {
  21495. this.path = path;
  21496. return this;
  21497. },
  21498. setResourcePath: function ( resourcePath ) {
  21499. this.resourcePath = resourcePath;
  21500. return this;
  21501. }
  21502. } );
  21503. /**
  21504. * @author mrdoob / http://mrdoob.com/
  21505. */
  21506. var loading = {};
  21507. function FileLoader( manager ) {
  21508. Loader.call( this, manager );
  21509. }
  21510. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21511. constructor: FileLoader,
  21512. load: function ( url, onLoad, onProgress, onError ) {
  21513. if ( url === undefined ) { url = ''; }
  21514. if ( this.path !== undefined ) { url = this.path + url; }
  21515. url = this.manager.resolveURL( url );
  21516. var scope = this;
  21517. var cached = Cache.get( url );
  21518. if ( cached !== undefined ) {
  21519. scope.manager.itemStart( url );
  21520. setTimeout( function () {
  21521. if ( onLoad ) { onLoad( cached ); }
  21522. scope.manager.itemEnd( url );
  21523. }, 0 );
  21524. return cached;
  21525. }
  21526. // Check if request is duplicate
  21527. if ( loading[ url ] !== undefined ) {
  21528. loading[ url ].push( {
  21529. onLoad: onLoad,
  21530. onProgress: onProgress,
  21531. onError: onError
  21532. } );
  21533. return;
  21534. }
  21535. // Check for data: URI
  21536. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21537. var dataUriRegexResult = url.match( dataUriRegex );
  21538. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21539. if ( dataUriRegexResult ) {
  21540. var mimeType = dataUriRegexResult[ 1 ];
  21541. var isBase64 = !! dataUriRegexResult[ 2 ];
  21542. var data = dataUriRegexResult[ 3 ];
  21543. data = decodeURIComponent( data );
  21544. if ( isBase64 ) { data = atob( data ); }
  21545. try {
  21546. var response;
  21547. var responseType = ( this.responseType || '' ).toLowerCase();
  21548. switch ( responseType ) {
  21549. case 'arraybuffer':
  21550. case 'blob':
  21551. var view = new Uint8Array( data.length );
  21552. for ( var i = 0; i < data.length; i ++ ) {
  21553. view[ i ] = data.charCodeAt( i );
  21554. }
  21555. if ( responseType === 'blob' ) {
  21556. response = new Blob( [ view.buffer ], { type: mimeType } );
  21557. } else {
  21558. response = view.buffer;
  21559. }
  21560. break;
  21561. case 'document':
  21562. var parser = new DOMParser();
  21563. response = parser.parseFromString( data, mimeType );
  21564. break;
  21565. case 'json':
  21566. response = JSON.parse( data );
  21567. break;
  21568. default: // 'text' or other
  21569. response = data;
  21570. break;
  21571. }
  21572. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21573. setTimeout( function () {
  21574. if ( onLoad ) { onLoad( response ); }
  21575. scope.manager.itemEnd( url );
  21576. }, 0 );
  21577. } catch ( error ) {
  21578. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21579. setTimeout( function () {
  21580. if ( onError ) { onError( error ); }
  21581. scope.manager.itemError( url );
  21582. scope.manager.itemEnd( url );
  21583. }, 0 );
  21584. }
  21585. } else {
  21586. // Initialise array for duplicate requests
  21587. loading[ url ] = [];
  21588. loading[ url ].push( {
  21589. onLoad: onLoad,
  21590. onProgress: onProgress,
  21591. onError: onError
  21592. } );
  21593. var request = new XMLHttpRequest();
  21594. request.open( 'GET', url, true );
  21595. request.addEventListener( 'load', function ( event ) {
  21596. var response = this.response;
  21597. var callbacks = loading[ url ];
  21598. delete loading[ url ];
  21599. if ( this.status === 200 || this.status === 0 ) {
  21600. // Some browsers return HTTP Status 0 when using non-http protocol
  21601. // e.g. 'file://' or 'data://'. Handle as success.
  21602. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21603. // Add to cache only on HTTP success, so that we do not cache
  21604. // error response bodies as proper responses to requests.
  21605. Cache.add( url, response );
  21606. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21607. var callback = callbacks[ i ];
  21608. if ( callback.onLoad ) { callback.onLoad( response ); }
  21609. }
  21610. scope.manager.itemEnd( url );
  21611. } else {
  21612. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21613. var callback = callbacks[ i ];
  21614. if ( callback.onError ) { callback.onError( event ); }
  21615. }
  21616. scope.manager.itemError( url );
  21617. scope.manager.itemEnd( url );
  21618. }
  21619. }, false );
  21620. request.addEventListener( 'progress', function ( event ) {
  21621. var callbacks = loading[ url ];
  21622. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21623. var callback = callbacks[ i ];
  21624. if ( callback.onProgress ) { callback.onProgress( event ); }
  21625. }
  21626. }, false );
  21627. request.addEventListener( 'error', function ( event ) {
  21628. var callbacks = loading[ url ];
  21629. delete loading[ url ];
  21630. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21631. var callback = callbacks[ i ];
  21632. if ( callback.onError ) { callback.onError( event ); }
  21633. }
  21634. scope.manager.itemError( url );
  21635. scope.manager.itemEnd( url );
  21636. }, false );
  21637. request.addEventListener( 'abort', function ( event ) {
  21638. var callbacks = loading[ url ];
  21639. delete loading[ url ];
  21640. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21641. var callback = callbacks[ i ];
  21642. if ( callback.onError ) { callback.onError( event ); }
  21643. }
  21644. scope.manager.itemError( url );
  21645. scope.manager.itemEnd( url );
  21646. }, false );
  21647. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21648. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21649. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21650. for ( var header in this.requestHeader ) {
  21651. request.setRequestHeader( header, this.requestHeader[ header ] );
  21652. }
  21653. request.send( null );
  21654. }
  21655. scope.manager.itemStart( url );
  21656. return request;
  21657. },
  21658. setResponseType: function ( value ) {
  21659. this.responseType = value;
  21660. return this;
  21661. },
  21662. setWithCredentials: function ( value ) {
  21663. this.withCredentials = value;
  21664. return this;
  21665. },
  21666. setMimeType: function ( value ) {
  21667. this.mimeType = value;
  21668. return this;
  21669. },
  21670. setRequestHeader: function ( value ) {
  21671. this.requestHeader = value;
  21672. return this;
  21673. }
  21674. } );
  21675. /**
  21676. * @author bhouston / http://clara.io/
  21677. */
  21678. function AnimationLoader( manager ) {
  21679. Loader.call( this, manager );
  21680. }
  21681. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21682. constructor: AnimationLoader,
  21683. load: function ( url, onLoad, onProgress, onError ) {
  21684. var scope = this;
  21685. var loader = new FileLoader( scope.manager );
  21686. loader.setPath( scope.path );
  21687. loader.load( url, function ( text ) {
  21688. onLoad( scope.parse( JSON.parse( text ) ) );
  21689. }, onProgress, onError );
  21690. },
  21691. parse: function ( json ) {
  21692. var animations = [];
  21693. for ( var i = 0; i < json.length; i ++ ) {
  21694. var clip = AnimationClip.parse( json[ i ] );
  21695. animations.push( clip );
  21696. }
  21697. return animations;
  21698. }
  21699. } );
  21700. /**
  21701. * @author mrdoob / http://mrdoob.com/
  21702. *
  21703. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21704. *
  21705. * Sub classes have to implement the parse() method which will be used in load().
  21706. */
  21707. function CompressedTextureLoader( manager ) {
  21708. Loader.call( this, manager );
  21709. }
  21710. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21711. constructor: CompressedTextureLoader,
  21712. load: function ( url, onLoad, onProgress, onError ) {
  21713. var scope = this;
  21714. var images = [];
  21715. var texture = new CompressedTexture();
  21716. texture.image = images;
  21717. var loader = new FileLoader( this.manager );
  21718. loader.setPath( this.path );
  21719. loader.setResponseType( 'arraybuffer' );
  21720. function loadTexture( i ) {
  21721. loader.load( url[ i ], function ( buffer ) {
  21722. var texDatas = scope.parse( buffer, true );
  21723. images[ i ] = {
  21724. width: texDatas.width,
  21725. height: texDatas.height,
  21726. format: texDatas.format,
  21727. mipmaps: texDatas.mipmaps
  21728. };
  21729. loaded += 1;
  21730. if ( loaded === 6 ) {
  21731. if ( texDatas.mipmapCount === 1 )
  21732. { texture.minFilter = LinearFilter; }
  21733. texture.format = texDatas.format;
  21734. texture.needsUpdate = true;
  21735. if ( onLoad ) { onLoad( texture ); }
  21736. }
  21737. }, onProgress, onError );
  21738. }
  21739. if ( Array.isArray( url ) ) {
  21740. var loaded = 0;
  21741. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21742. loadTexture( i );
  21743. }
  21744. } else {
  21745. // compressed cubemap texture stored in a single DDS file
  21746. loader.load( url, function ( buffer ) {
  21747. var texDatas = scope.parse( buffer, true );
  21748. if ( texDatas.isCubemap ) {
  21749. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21750. for ( var f = 0; f < faces; f ++ ) {
  21751. images[ f ] = { mipmaps: [] };
  21752. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21753. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21754. images[ f ].format = texDatas.format;
  21755. images[ f ].width = texDatas.width;
  21756. images[ f ].height = texDatas.height;
  21757. }
  21758. }
  21759. } else {
  21760. texture.image.width = texDatas.width;
  21761. texture.image.height = texDatas.height;
  21762. texture.mipmaps = texDatas.mipmaps;
  21763. }
  21764. if ( texDatas.mipmapCount === 1 ) {
  21765. texture.minFilter = LinearFilter;
  21766. }
  21767. texture.format = texDatas.format;
  21768. texture.needsUpdate = true;
  21769. if ( onLoad ) { onLoad( texture ); }
  21770. }, onProgress, onError );
  21771. }
  21772. return texture;
  21773. }
  21774. } );
  21775. /**
  21776. * @author Nikos M. / https://github.com/foo123/
  21777. *
  21778. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21779. *
  21780. * Sub classes have to implement the parse() method which will be used in load().
  21781. */
  21782. function DataTextureLoader( manager ) {
  21783. Loader.call( this, manager );
  21784. }
  21785. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21786. constructor: DataTextureLoader,
  21787. load: function ( url, onLoad, onProgress, onError ) {
  21788. var scope = this;
  21789. var texture = new DataTexture();
  21790. var loader = new FileLoader( this.manager );
  21791. loader.setResponseType( 'arraybuffer' );
  21792. loader.setPath( this.path );
  21793. loader.load( url, function ( buffer ) {
  21794. var texData = scope.parse( buffer );
  21795. if ( ! texData ) { return; }
  21796. if ( texData.image !== undefined ) {
  21797. texture.image = texData.image;
  21798. } else if ( texData.data !== undefined ) {
  21799. texture.image.width = texData.width;
  21800. texture.image.height = texData.height;
  21801. texture.image.data = texData.data;
  21802. }
  21803. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21804. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21805. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21806. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21807. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21808. if ( texData.format !== undefined ) {
  21809. texture.format = texData.format;
  21810. }
  21811. if ( texData.type !== undefined ) {
  21812. texture.type = texData.type;
  21813. }
  21814. if ( texData.mipmaps !== undefined ) {
  21815. texture.mipmaps = texData.mipmaps;
  21816. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21817. }
  21818. if ( texData.mipmapCount === 1 ) {
  21819. texture.minFilter = LinearFilter;
  21820. }
  21821. texture.needsUpdate = true;
  21822. if ( onLoad ) { onLoad( texture, texData ); }
  21823. }, onProgress, onError );
  21824. return texture;
  21825. }
  21826. } );
  21827. /**
  21828. * @author mrdoob / http://mrdoob.com/
  21829. */
  21830. function ImageLoader( manager ) {
  21831. Loader.call( this, manager );
  21832. }
  21833. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21834. constructor: ImageLoader,
  21835. load: function ( url, onLoad, onProgress, onError ) {
  21836. if ( this.path !== undefined ) { url = this.path + url; }
  21837. url = this.manager.resolveURL( url );
  21838. var scope = this;
  21839. var cached = Cache.get( url );
  21840. if ( cached !== undefined ) {
  21841. scope.manager.itemStart( url );
  21842. setTimeout( function () {
  21843. if ( onLoad ) { onLoad( cached ); }
  21844. scope.manager.itemEnd( url );
  21845. }, 0 );
  21846. return cached;
  21847. }
  21848. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21849. function onImageLoad() {
  21850. image.removeEventListener( 'load', onImageLoad, false );
  21851. image.removeEventListener( 'error', onImageError, false );
  21852. Cache.add( url, this );
  21853. if ( onLoad ) { onLoad( this ); }
  21854. scope.manager.itemEnd( url );
  21855. }
  21856. function onImageError( event ) {
  21857. image.removeEventListener( 'load', onImageLoad, false );
  21858. image.removeEventListener( 'error', onImageError, false );
  21859. if ( onError ) { onError( event ); }
  21860. scope.manager.itemError( url );
  21861. scope.manager.itemEnd( url );
  21862. }
  21863. image.addEventListener( 'load', onImageLoad, false );
  21864. image.addEventListener( 'error', onImageError, false );
  21865. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21866. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21867. }
  21868. scope.manager.itemStart( url );
  21869. image.src = url;
  21870. return image;
  21871. }
  21872. } );
  21873. /**
  21874. * @author mrdoob / http://mrdoob.com/
  21875. */
  21876. function CubeTextureLoader( manager ) {
  21877. Loader.call( this, manager );
  21878. }
  21879. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21880. constructor: CubeTextureLoader,
  21881. load: function ( urls, onLoad, onProgress, onError ) {
  21882. var texture = new CubeTexture();
  21883. var loader = new ImageLoader( this.manager );
  21884. loader.setCrossOrigin( this.crossOrigin );
  21885. loader.setPath( this.path );
  21886. var loaded = 0;
  21887. function loadTexture( i ) {
  21888. loader.load( urls[ i ], function ( image ) {
  21889. texture.images[ i ] = image;
  21890. loaded ++;
  21891. if ( loaded === 6 ) {
  21892. texture.needsUpdate = true;
  21893. if ( onLoad ) { onLoad( texture ); }
  21894. }
  21895. }, undefined, onError );
  21896. }
  21897. for ( var i = 0; i < urls.length; ++ i ) {
  21898. loadTexture( i );
  21899. }
  21900. return texture;
  21901. }
  21902. } );
  21903. /**
  21904. * @author mrdoob / http://mrdoob.com/
  21905. */
  21906. function TextureLoader( manager ) {
  21907. Loader.call( this, manager );
  21908. }
  21909. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21910. constructor: TextureLoader,
  21911. load: function ( url, onLoad, onProgress, onError ) {
  21912. var texture = new Texture();
  21913. var loader = new ImageLoader( this.manager );
  21914. loader.setCrossOrigin( this.crossOrigin );
  21915. loader.setPath( this.path );
  21916. loader.load( url, function ( image ) {
  21917. texture.image = image;
  21918. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21919. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21920. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21921. texture.needsUpdate = true;
  21922. if ( onLoad !== undefined ) {
  21923. onLoad( texture );
  21924. }
  21925. }, onProgress, onError );
  21926. return texture;
  21927. }
  21928. } );
  21929. /**
  21930. * @author zz85 / http://www.lab4games.net/zz85/blog
  21931. * Extensible curve object
  21932. *
  21933. * Some common of curve methods:
  21934. * .getPoint( t, optionalTarget ), .getTangent( t )
  21935. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21936. * .getPoints(), .getSpacedPoints()
  21937. * .getLength()
  21938. * .updateArcLengths()
  21939. *
  21940. * This following curves inherit from THREE.Curve:
  21941. *
  21942. * -- 2D curves --
  21943. * THREE.ArcCurve
  21944. * THREE.CubicBezierCurve
  21945. * THREE.EllipseCurve
  21946. * THREE.LineCurve
  21947. * THREE.QuadraticBezierCurve
  21948. * THREE.SplineCurve
  21949. *
  21950. * -- 3D curves --
  21951. * THREE.CatmullRomCurve3
  21952. * THREE.CubicBezierCurve3
  21953. * THREE.LineCurve3
  21954. * THREE.QuadraticBezierCurve3
  21955. *
  21956. * A series of curves can be represented as a THREE.CurvePath.
  21957. *
  21958. **/
  21959. /**************************************************************
  21960. * Abstract Curve base class
  21961. **************************************************************/
  21962. function Curve() {
  21963. this.type = 'Curve';
  21964. this.arcLengthDivisions = 200;
  21965. }
  21966. Object.assign( Curve.prototype, {
  21967. // Virtual base class method to overwrite and implement in subclasses
  21968. // - t [0 .. 1]
  21969. getPoint: function ( /* t, optionalTarget */ ) {
  21970. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21971. return null;
  21972. },
  21973. // Get point at relative position in curve according to arc length
  21974. // - u [0 .. 1]
  21975. getPointAt: function ( u, optionalTarget ) {
  21976. var t = this.getUtoTmapping( u );
  21977. return this.getPoint( t, optionalTarget );
  21978. },
  21979. // Get sequence of points using getPoint( t )
  21980. getPoints: function ( divisions ) {
  21981. if ( divisions === undefined ) { divisions = 5; }
  21982. var points = [];
  21983. for ( var d = 0; d <= divisions; d ++ ) {
  21984. points.push( this.getPoint( d / divisions ) );
  21985. }
  21986. return points;
  21987. },
  21988. // Get sequence of points using getPointAt( u )
  21989. getSpacedPoints: function ( divisions ) {
  21990. if ( divisions === undefined ) { divisions = 5; }
  21991. var points = [];
  21992. for ( var d = 0; d <= divisions; d ++ ) {
  21993. points.push( this.getPointAt( d / divisions ) );
  21994. }
  21995. return points;
  21996. },
  21997. // Get total curve arc length
  21998. getLength: function () {
  21999. var lengths = this.getLengths();
  22000. return lengths[ lengths.length - 1 ];
  22001. },
  22002. // Get list of cumulative segment lengths
  22003. getLengths: function ( divisions ) {
  22004. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22005. if ( this.cacheArcLengths &&
  22006. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22007. ! this.needsUpdate ) {
  22008. return this.cacheArcLengths;
  22009. }
  22010. this.needsUpdate = false;
  22011. var cache = [];
  22012. var current, last = this.getPoint( 0 );
  22013. var p, sum = 0;
  22014. cache.push( 0 );
  22015. for ( p = 1; p <= divisions; p ++ ) {
  22016. current = this.getPoint( p / divisions );
  22017. sum += current.distanceTo( last );
  22018. cache.push( sum );
  22019. last = current;
  22020. }
  22021. this.cacheArcLengths = cache;
  22022. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22023. },
  22024. updateArcLengths: function () {
  22025. this.needsUpdate = true;
  22026. this.getLengths();
  22027. },
  22028. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22029. getUtoTmapping: function ( u, distance ) {
  22030. var arcLengths = this.getLengths();
  22031. var i = 0, il = arcLengths.length;
  22032. var targetArcLength; // The targeted u distance value to get
  22033. if ( distance ) {
  22034. targetArcLength = distance;
  22035. } else {
  22036. targetArcLength = u * arcLengths[ il - 1 ];
  22037. }
  22038. // binary search for the index with largest value smaller than target u distance
  22039. var low = 0, high = il - 1, comparison;
  22040. while ( low <= high ) {
  22041. 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
  22042. comparison = arcLengths[ i ] - targetArcLength;
  22043. if ( comparison < 0 ) {
  22044. low = i + 1;
  22045. } else if ( comparison > 0 ) {
  22046. high = i - 1;
  22047. } else {
  22048. high = i;
  22049. break;
  22050. // DONE
  22051. }
  22052. }
  22053. i = high;
  22054. if ( arcLengths[ i ] === targetArcLength ) {
  22055. return i / ( il - 1 );
  22056. }
  22057. // we could get finer grain at lengths, or use simple interpolation between two points
  22058. var lengthBefore = arcLengths[ i ];
  22059. var lengthAfter = arcLengths[ i + 1 ];
  22060. var segmentLength = lengthAfter - lengthBefore;
  22061. // determine where we are between the 'before' and 'after' points
  22062. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22063. // add that fractional amount to t
  22064. var t = ( i + segmentFraction ) / ( il - 1 );
  22065. return t;
  22066. },
  22067. // Returns a unit vector tangent at t
  22068. // In case any sub curve does not implement its tangent derivation,
  22069. // 2 points a small delta apart will be used to find its gradient
  22070. // which seems to give a reasonable approximation
  22071. getTangent: function ( t ) {
  22072. var delta = 0.0001;
  22073. var t1 = t - delta;
  22074. var t2 = t + delta;
  22075. // Capping in case of danger
  22076. if ( t1 < 0 ) { t1 = 0; }
  22077. if ( t2 > 1 ) { t2 = 1; }
  22078. var pt1 = this.getPoint( t1 );
  22079. var pt2 = this.getPoint( t2 );
  22080. var vec = pt2.clone().sub( pt1 );
  22081. return vec.normalize();
  22082. },
  22083. getTangentAt: function ( u ) {
  22084. var t = this.getUtoTmapping( u );
  22085. return this.getTangent( t );
  22086. },
  22087. computeFrenetFrames: function ( segments, closed ) {
  22088. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22089. var normal = new Vector3();
  22090. var tangents = [];
  22091. var normals = [];
  22092. var binormals = [];
  22093. var vec = new Vector3();
  22094. var mat = new Matrix4();
  22095. var i, u, theta;
  22096. // compute the tangent vectors for each segment on the curve
  22097. for ( i = 0; i <= segments; i ++ ) {
  22098. u = i / segments;
  22099. tangents[ i ] = this.getTangentAt( u );
  22100. tangents[ i ].normalize();
  22101. }
  22102. // select an initial normal vector perpendicular to the first tangent vector,
  22103. // and in the direction of the minimum tangent xyz component
  22104. normals[ 0 ] = new Vector3();
  22105. binormals[ 0 ] = new Vector3();
  22106. var min = Number.MAX_VALUE;
  22107. var tx = Math.abs( tangents[ 0 ].x );
  22108. var ty = Math.abs( tangents[ 0 ].y );
  22109. var tz = Math.abs( tangents[ 0 ].z );
  22110. if ( tx <= min ) {
  22111. min = tx;
  22112. normal.set( 1, 0, 0 );
  22113. }
  22114. if ( ty <= min ) {
  22115. min = ty;
  22116. normal.set( 0, 1, 0 );
  22117. }
  22118. if ( tz <= min ) {
  22119. normal.set( 0, 0, 1 );
  22120. }
  22121. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22122. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22123. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22124. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22125. for ( i = 1; i <= segments; i ++ ) {
  22126. normals[ i ] = normals[ i - 1 ].clone();
  22127. binormals[ i ] = binormals[ i - 1 ].clone();
  22128. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22129. if ( vec.length() > Number.EPSILON ) {
  22130. vec.normalize();
  22131. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22132. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22133. }
  22134. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22135. }
  22136. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22137. if ( closed === true ) {
  22138. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22139. theta /= segments;
  22140. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22141. theta = - theta;
  22142. }
  22143. for ( i = 1; i <= segments; i ++ ) {
  22144. // twist a little...
  22145. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22146. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22147. }
  22148. }
  22149. return {
  22150. tangents: tangents,
  22151. normals: normals,
  22152. binormals: binormals
  22153. };
  22154. },
  22155. clone: function () {
  22156. return new this.constructor().copy( this );
  22157. },
  22158. copy: function ( source ) {
  22159. this.arcLengthDivisions = source.arcLengthDivisions;
  22160. return this;
  22161. },
  22162. toJSON: function () {
  22163. var data = {
  22164. metadata: {
  22165. version: 4.5,
  22166. type: 'Curve',
  22167. generator: 'Curve.toJSON'
  22168. }
  22169. };
  22170. data.arcLengthDivisions = this.arcLengthDivisions;
  22171. data.type = this.type;
  22172. return data;
  22173. },
  22174. fromJSON: function ( json ) {
  22175. this.arcLengthDivisions = json.arcLengthDivisions;
  22176. return this;
  22177. }
  22178. } );
  22179. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22180. Curve.call( this );
  22181. this.type = 'EllipseCurve';
  22182. this.aX = aX || 0;
  22183. this.aY = aY || 0;
  22184. this.xRadius = xRadius || 1;
  22185. this.yRadius = yRadius || 1;
  22186. this.aStartAngle = aStartAngle || 0;
  22187. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22188. this.aClockwise = aClockwise || false;
  22189. this.aRotation = aRotation || 0;
  22190. }
  22191. EllipseCurve.prototype = Object.create( Curve.prototype );
  22192. EllipseCurve.prototype.constructor = EllipseCurve;
  22193. EllipseCurve.prototype.isEllipseCurve = true;
  22194. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22195. var point = optionalTarget || new Vector2();
  22196. var twoPi = Math.PI * 2;
  22197. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22198. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22199. // ensures that deltaAngle is 0 .. 2 PI
  22200. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22201. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22202. if ( deltaAngle < Number.EPSILON ) {
  22203. if ( samePoints ) {
  22204. deltaAngle = 0;
  22205. } else {
  22206. deltaAngle = twoPi;
  22207. }
  22208. }
  22209. if ( this.aClockwise === true && ! samePoints ) {
  22210. if ( deltaAngle === twoPi ) {
  22211. deltaAngle = - twoPi;
  22212. } else {
  22213. deltaAngle = deltaAngle - twoPi;
  22214. }
  22215. }
  22216. var angle = this.aStartAngle + t * deltaAngle;
  22217. var x = this.aX + this.xRadius * Math.cos( angle );
  22218. var y = this.aY + this.yRadius * Math.sin( angle );
  22219. if ( this.aRotation !== 0 ) {
  22220. var cos = Math.cos( this.aRotation );
  22221. var sin = Math.sin( this.aRotation );
  22222. var tx = x - this.aX;
  22223. var ty = y - this.aY;
  22224. // Rotate the point about the center of the ellipse.
  22225. x = tx * cos - ty * sin + this.aX;
  22226. y = tx * sin + ty * cos + this.aY;
  22227. }
  22228. return point.set( x, y );
  22229. };
  22230. EllipseCurve.prototype.copy = function ( source ) {
  22231. Curve.prototype.copy.call( this, source );
  22232. this.aX = source.aX;
  22233. this.aY = source.aY;
  22234. this.xRadius = source.xRadius;
  22235. this.yRadius = source.yRadius;
  22236. this.aStartAngle = source.aStartAngle;
  22237. this.aEndAngle = source.aEndAngle;
  22238. this.aClockwise = source.aClockwise;
  22239. this.aRotation = source.aRotation;
  22240. return this;
  22241. };
  22242. EllipseCurve.prototype.toJSON = function () {
  22243. var data = Curve.prototype.toJSON.call( this );
  22244. data.aX = this.aX;
  22245. data.aY = this.aY;
  22246. data.xRadius = this.xRadius;
  22247. data.yRadius = this.yRadius;
  22248. data.aStartAngle = this.aStartAngle;
  22249. data.aEndAngle = this.aEndAngle;
  22250. data.aClockwise = this.aClockwise;
  22251. data.aRotation = this.aRotation;
  22252. return data;
  22253. };
  22254. EllipseCurve.prototype.fromJSON = function ( json ) {
  22255. Curve.prototype.fromJSON.call( this, json );
  22256. this.aX = json.aX;
  22257. this.aY = json.aY;
  22258. this.xRadius = json.xRadius;
  22259. this.yRadius = json.yRadius;
  22260. this.aStartAngle = json.aStartAngle;
  22261. this.aEndAngle = json.aEndAngle;
  22262. this.aClockwise = json.aClockwise;
  22263. this.aRotation = json.aRotation;
  22264. return this;
  22265. };
  22266. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22267. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22268. this.type = 'ArcCurve';
  22269. }
  22270. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22271. ArcCurve.prototype.constructor = ArcCurve;
  22272. ArcCurve.prototype.isArcCurve = true;
  22273. /**
  22274. * @author zz85 https://github.com/zz85
  22275. *
  22276. * Centripetal CatmullRom Curve - which is useful for avoiding
  22277. * cusps and self-intersections in non-uniform catmull rom curves.
  22278. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22279. *
  22280. * curve.type accepts centripetal(default), chordal and catmullrom
  22281. * curve.tension is used for catmullrom which defaults to 0.5
  22282. */
  22283. /*
  22284. Based on an optimized c++ solution in
  22285. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22286. - http://ideone.com/NoEbVM
  22287. This CubicPoly class could be used for reusing some variables and calculations,
  22288. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22289. which can be placed in CurveUtils.
  22290. */
  22291. function CubicPoly() {
  22292. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22293. /*
  22294. * Compute coefficients for a cubic polynomial
  22295. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22296. * such that
  22297. * p(0) = x0, p(1) = x1
  22298. * and
  22299. * p'(0) = t0, p'(1) = t1.
  22300. */
  22301. function init( x0, x1, t0, t1 ) {
  22302. c0 = x0;
  22303. c1 = t0;
  22304. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22305. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22306. }
  22307. return {
  22308. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22309. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22310. },
  22311. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22312. // compute tangents when parameterized in [t1,t2]
  22313. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22314. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22315. // rescale tangents for parametrization in [0,1]
  22316. t1 *= dt1;
  22317. t2 *= dt1;
  22318. init( x1, x2, t1, t2 );
  22319. },
  22320. calc: function ( t ) {
  22321. var t2 = t * t;
  22322. var t3 = t2 * t;
  22323. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22324. }
  22325. };
  22326. }
  22327. //
  22328. var tmp = new Vector3();
  22329. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22330. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22331. Curve.call( this );
  22332. this.type = 'CatmullRomCurve3';
  22333. this.points = points || [];
  22334. this.closed = closed || false;
  22335. this.curveType = curveType || 'centripetal';
  22336. this.tension = tension || 0.5;
  22337. }
  22338. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22339. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22340. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22341. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22342. var point = optionalTarget || new Vector3();
  22343. var points = this.points;
  22344. var l = points.length;
  22345. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22346. var intPoint = Math.floor( p );
  22347. var weight = p - intPoint;
  22348. if ( this.closed ) {
  22349. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22350. } else if ( weight === 0 && intPoint === l - 1 ) {
  22351. intPoint = l - 2;
  22352. weight = 1;
  22353. }
  22354. var p0, p1, p2, p3; // 4 points
  22355. if ( this.closed || intPoint > 0 ) {
  22356. p0 = points[ ( intPoint - 1 ) % l ];
  22357. } else {
  22358. // extrapolate first point
  22359. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22360. p0 = tmp;
  22361. }
  22362. p1 = points[ intPoint % l ];
  22363. p2 = points[ ( intPoint + 1 ) % l ];
  22364. if ( this.closed || intPoint + 2 < l ) {
  22365. p3 = points[ ( intPoint + 2 ) % l ];
  22366. } else {
  22367. // extrapolate last point
  22368. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22369. p3 = tmp;
  22370. }
  22371. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22372. // init Centripetal / Chordal Catmull-Rom
  22373. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22374. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22375. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22376. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22377. // safety check for repeated points
  22378. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22379. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22380. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22381. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22382. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22383. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22384. } else if ( this.curveType === 'catmullrom' ) {
  22385. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22386. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22387. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22388. }
  22389. point.set(
  22390. px.calc( weight ),
  22391. py.calc( weight ),
  22392. pz.calc( weight )
  22393. );
  22394. return point;
  22395. };
  22396. CatmullRomCurve3.prototype.copy = function ( source ) {
  22397. Curve.prototype.copy.call( this, source );
  22398. this.points = [];
  22399. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22400. var point = source.points[ i ];
  22401. this.points.push( point.clone() );
  22402. }
  22403. this.closed = source.closed;
  22404. this.curveType = source.curveType;
  22405. this.tension = source.tension;
  22406. return this;
  22407. };
  22408. CatmullRomCurve3.prototype.toJSON = function () {
  22409. var data = Curve.prototype.toJSON.call( this );
  22410. data.points = [];
  22411. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22412. var point = this.points[ i ];
  22413. data.points.push( point.toArray() );
  22414. }
  22415. data.closed = this.closed;
  22416. data.curveType = this.curveType;
  22417. data.tension = this.tension;
  22418. return data;
  22419. };
  22420. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22421. Curve.prototype.fromJSON.call( this, json );
  22422. this.points = [];
  22423. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22424. var point = json.points[ i ];
  22425. this.points.push( new Vector3().fromArray( point ) );
  22426. }
  22427. this.closed = json.closed;
  22428. this.curveType = json.curveType;
  22429. this.tension = json.tension;
  22430. return this;
  22431. };
  22432. /**
  22433. * @author zz85 / http://www.lab4games.net/zz85/blog
  22434. *
  22435. * Bezier Curves formulas obtained from
  22436. * http://en.wikipedia.org/wiki/Bézier_curve
  22437. */
  22438. function CatmullRom( t, p0, p1, p2, p3 ) {
  22439. var v0 = ( p2 - p0 ) * 0.5;
  22440. var v1 = ( p3 - p1 ) * 0.5;
  22441. var t2 = t * t;
  22442. var t3 = t * t2;
  22443. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22444. }
  22445. //
  22446. function QuadraticBezierP0( t, p ) {
  22447. var k = 1 - t;
  22448. return k * k * p;
  22449. }
  22450. function QuadraticBezierP1( t, p ) {
  22451. return 2 * ( 1 - t ) * t * p;
  22452. }
  22453. function QuadraticBezierP2( t, p ) {
  22454. return t * t * p;
  22455. }
  22456. function QuadraticBezier( t, p0, p1, p2 ) {
  22457. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22458. QuadraticBezierP2( t, p2 );
  22459. }
  22460. //
  22461. function CubicBezierP0( t, p ) {
  22462. var k = 1 - t;
  22463. return k * k * k * p;
  22464. }
  22465. function CubicBezierP1( t, p ) {
  22466. var k = 1 - t;
  22467. return 3 * k * k * t * p;
  22468. }
  22469. function CubicBezierP2( t, p ) {
  22470. return 3 * ( 1 - t ) * t * t * p;
  22471. }
  22472. function CubicBezierP3( t, p ) {
  22473. return t * t * t * p;
  22474. }
  22475. function CubicBezier( t, p0, p1, p2, p3 ) {
  22476. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22477. CubicBezierP3( t, p3 );
  22478. }
  22479. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22480. Curve.call( this );
  22481. this.type = 'CubicBezierCurve';
  22482. this.v0 = v0 || new Vector2();
  22483. this.v1 = v1 || new Vector2();
  22484. this.v2 = v2 || new Vector2();
  22485. this.v3 = v3 || new Vector2();
  22486. }
  22487. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22488. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22489. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22490. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22491. var point = optionalTarget || new Vector2();
  22492. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22493. point.set(
  22494. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22495. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22496. );
  22497. return point;
  22498. };
  22499. CubicBezierCurve.prototype.copy = function ( source ) {
  22500. Curve.prototype.copy.call( this, source );
  22501. this.v0.copy( source.v0 );
  22502. this.v1.copy( source.v1 );
  22503. this.v2.copy( source.v2 );
  22504. this.v3.copy( source.v3 );
  22505. return this;
  22506. };
  22507. CubicBezierCurve.prototype.toJSON = function () {
  22508. var data = Curve.prototype.toJSON.call( this );
  22509. data.v0 = this.v0.toArray();
  22510. data.v1 = this.v1.toArray();
  22511. data.v2 = this.v2.toArray();
  22512. data.v3 = this.v3.toArray();
  22513. return data;
  22514. };
  22515. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22516. Curve.prototype.fromJSON.call( this, json );
  22517. this.v0.fromArray( json.v0 );
  22518. this.v1.fromArray( json.v1 );
  22519. this.v2.fromArray( json.v2 );
  22520. this.v3.fromArray( json.v3 );
  22521. return this;
  22522. };
  22523. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22524. Curve.call( this );
  22525. this.type = 'CubicBezierCurve3';
  22526. this.v0 = v0 || new Vector3();
  22527. this.v1 = v1 || new Vector3();
  22528. this.v2 = v2 || new Vector3();
  22529. this.v3 = v3 || new Vector3();
  22530. }
  22531. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22532. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22533. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22534. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22535. var point = optionalTarget || new Vector3();
  22536. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22537. point.set(
  22538. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22539. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22540. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22541. );
  22542. return point;
  22543. };
  22544. CubicBezierCurve3.prototype.copy = function ( source ) {
  22545. Curve.prototype.copy.call( this, source );
  22546. this.v0.copy( source.v0 );
  22547. this.v1.copy( source.v1 );
  22548. this.v2.copy( source.v2 );
  22549. this.v3.copy( source.v3 );
  22550. return this;
  22551. };
  22552. CubicBezierCurve3.prototype.toJSON = function () {
  22553. var data = Curve.prototype.toJSON.call( this );
  22554. data.v0 = this.v0.toArray();
  22555. data.v1 = this.v1.toArray();
  22556. data.v2 = this.v2.toArray();
  22557. data.v3 = this.v3.toArray();
  22558. return data;
  22559. };
  22560. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22561. Curve.prototype.fromJSON.call( this, json );
  22562. this.v0.fromArray( json.v0 );
  22563. this.v1.fromArray( json.v1 );
  22564. this.v2.fromArray( json.v2 );
  22565. this.v3.fromArray( json.v3 );
  22566. return this;
  22567. };
  22568. function LineCurve( v1, v2 ) {
  22569. Curve.call( this );
  22570. this.type = 'LineCurve';
  22571. this.v1 = v1 || new Vector2();
  22572. this.v2 = v2 || new Vector2();
  22573. }
  22574. LineCurve.prototype = Object.create( Curve.prototype );
  22575. LineCurve.prototype.constructor = LineCurve;
  22576. LineCurve.prototype.isLineCurve = true;
  22577. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22578. var point = optionalTarget || new Vector2();
  22579. if ( t === 1 ) {
  22580. point.copy( this.v2 );
  22581. } else {
  22582. point.copy( this.v2 ).sub( this.v1 );
  22583. point.multiplyScalar( t ).add( this.v1 );
  22584. }
  22585. return point;
  22586. };
  22587. // Line curve is linear, so we can overwrite default getPointAt
  22588. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22589. return this.getPoint( u, optionalTarget );
  22590. };
  22591. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22592. var tangent = this.v2.clone().sub( this.v1 );
  22593. return tangent.normalize();
  22594. };
  22595. LineCurve.prototype.copy = function ( source ) {
  22596. Curve.prototype.copy.call( this, source );
  22597. this.v1.copy( source.v1 );
  22598. this.v2.copy( source.v2 );
  22599. return this;
  22600. };
  22601. LineCurve.prototype.toJSON = function () {
  22602. var data = Curve.prototype.toJSON.call( this );
  22603. data.v1 = this.v1.toArray();
  22604. data.v2 = this.v2.toArray();
  22605. return data;
  22606. };
  22607. LineCurve.prototype.fromJSON = function ( json ) {
  22608. Curve.prototype.fromJSON.call( this, json );
  22609. this.v1.fromArray( json.v1 );
  22610. this.v2.fromArray( json.v2 );
  22611. return this;
  22612. };
  22613. function LineCurve3( v1, v2 ) {
  22614. Curve.call( this );
  22615. this.type = 'LineCurve3';
  22616. this.v1 = v1 || new Vector3();
  22617. this.v2 = v2 || new Vector3();
  22618. }
  22619. LineCurve3.prototype = Object.create( Curve.prototype );
  22620. LineCurve3.prototype.constructor = LineCurve3;
  22621. LineCurve3.prototype.isLineCurve3 = true;
  22622. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22623. var point = optionalTarget || new Vector3();
  22624. if ( t === 1 ) {
  22625. point.copy( this.v2 );
  22626. } else {
  22627. point.copy( this.v2 ).sub( this.v1 );
  22628. point.multiplyScalar( t ).add( this.v1 );
  22629. }
  22630. return point;
  22631. };
  22632. // Line curve is linear, so we can overwrite default getPointAt
  22633. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22634. return this.getPoint( u, optionalTarget );
  22635. };
  22636. LineCurve3.prototype.copy = function ( source ) {
  22637. Curve.prototype.copy.call( this, source );
  22638. this.v1.copy( source.v1 );
  22639. this.v2.copy( source.v2 );
  22640. return this;
  22641. };
  22642. LineCurve3.prototype.toJSON = function () {
  22643. var data = Curve.prototype.toJSON.call( this );
  22644. data.v1 = this.v1.toArray();
  22645. data.v2 = this.v2.toArray();
  22646. return data;
  22647. };
  22648. LineCurve3.prototype.fromJSON = function ( json ) {
  22649. Curve.prototype.fromJSON.call( this, json );
  22650. this.v1.fromArray( json.v1 );
  22651. this.v2.fromArray( json.v2 );
  22652. return this;
  22653. };
  22654. function QuadraticBezierCurve( v0, v1, v2 ) {
  22655. Curve.call( this );
  22656. this.type = 'QuadraticBezierCurve';
  22657. this.v0 = v0 || new Vector2();
  22658. this.v1 = v1 || new Vector2();
  22659. this.v2 = v2 || new Vector2();
  22660. }
  22661. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22662. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22663. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22664. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22665. var point = optionalTarget || new Vector2();
  22666. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22667. point.set(
  22668. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22669. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22670. );
  22671. return point;
  22672. };
  22673. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22674. Curve.prototype.copy.call( this, source );
  22675. this.v0.copy( source.v0 );
  22676. this.v1.copy( source.v1 );
  22677. this.v2.copy( source.v2 );
  22678. return this;
  22679. };
  22680. QuadraticBezierCurve.prototype.toJSON = function () {
  22681. var data = Curve.prototype.toJSON.call( this );
  22682. data.v0 = this.v0.toArray();
  22683. data.v1 = this.v1.toArray();
  22684. data.v2 = this.v2.toArray();
  22685. return data;
  22686. };
  22687. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22688. Curve.prototype.fromJSON.call( this, json );
  22689. this.v0.fromArray( json.v0 );
  22690. this.v1.fromArray( json.v1 );
  22691. this.v2.fromArray( json.v2 );
  22692. return this;
  22693. };
  22694. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22695. Curve.call( this );
  22696. this.type = 'QuadraticBezierCurve3';
  22697. this.v0 = v0 || new Vector3();
  22698. this.v1 = v1 || new Vector3();
  22699. this.v2 = v2 || new Vector3();
  22700. }
  22701. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22702. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22703. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22704. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22705. var point = optionalTarget || new Vector3();
  22706. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22707. point.set(
  22708. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22709. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22710. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22711. );
  22712. return point;
  22713. };
  22714. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22715. Curve.prototype.copy.call( this, source );
  22716. this.v0.copy( source.v0 );
  22717. this.v1.copy( source.v1 );
  22718. this.v2.copy( source.v2 );
  22719. return this;
  22720. };
  22721. QuadraticBezierCurve3.prototype.toJSON = function () {
  22722. var data = Curve.prototype.toJSON.call( this );
  22723. data.v0 = this.v0.toArray();
  22724. data.v1 = this.v1.toArray();
  22725. data.v2 = this.v2.toArray();
  22726. return data;
  22727. };
  22728. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22729. Curve.prototype.fromJSON.call( this, json );
  22730. this.v0.fromArray( json.v0 );
  22731. this.v1.fromArray( json.v1 );
  22732. this.v2.fromArray( json.v2 );
  22733. return this;
  22734. };
  22735. function SplineCurve( points /* array of Vector2 */ ) {
  22736. Curve.call( this );
  22737. this.type = 'SplineCurve';
  22738. this.points = points || [];
  22739. }
  22740. SplineCurve.prototype = Object.create( Curve.prototype );
  22741. SplineCurve.prototype.constructor = SplineCurve;
  22742. SplineCurve.prototype.isSplineCurve = true;
  22743. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22744. var point = optionalTarget || new Vector2();
  22745. var points = this.points;
  22746. var p = ( points.length - 1 ) * t;
  22747. var intPoint = Math.floor( p );
  22748. var weight = p - intPoint;
  22749. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22750. var p1 = points[ intPoint ];
  22751. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22752. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22753. point.set(
  22754. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22755. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22756. );
  22757. return point;
  22758. };
  22759. SplineCurve.prototype.copy = function ( source ) {
  22760. Curve.prototype.copy.call( this, source );
  22761. this.points = [];
  22762. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22763. var point = source.points[ i ];
  22764. this.points.push( point.clone() );
  22765. }
  22766. return this;
  22767. };
  22768. SplineCurve.prototype.toJSON = function () {
  22769. var data = Curve.prototype.toJSON.call( this );
  22770. data.points = [];
  22771. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22772. var point = this.points[ i ];
  22773. data.points.push( point.toArray() );
  22774. }
  22775. return data;
  22776. };
  22777. SplineCurve.prototype.fromJSON = function ( json ) {
  22778. Curve.prototype.fromJSON.call( this, json );
  22779. this.points = [];
  22780. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22781. var point = json.points[ i ];
  22782. this.points.push( new Vector2().fromArray( point ) );
  22783. }
  22784. return this;
  22785. };
  22786. var Curves = /*#__PURE__*/Object.freeze({
  22787. __proto__: null,
  22788. ArcCurve: ArcCurve,
  22789. CatmullRomCurve3: CatmullRomCurve3,
  22790. CubicBezierCurve: CubicBezierCurve,
  22791. CubicBezierCurve3: CubicBezierCurve3,
  22792. EllipseCurve: EllipseCurve,
  22793. LineCurve: LineCurve,
  22794. LineCurve3: LineCurve3,
  22795. QuadraticBezierCurve: QuadraticBezierCurve,
  22796. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22797. SplineCurve: SplineCurve
  22798. });
  22799. /**
  22800. * @author zz85 / http://www.lab4games.net/zz85/blog
  22801. *
  22802. **/
  22803. /**************************************************************
  22804. * Curved Path - a curve path is simply a array of connected
  22805. * curves, but retains the api of a curve
  22806. **************************************************************/
  22807. function CurvePath() {
  22808. Curve.call( this );
  22809. this.type = 'CurvePath';
  22810. this.curves = [];
  22811. this.autoClose = false; // Automatically closes the path
  22812. }
  22813. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22814. constructor: CurvePath,
  22815. add: function ( curve ) {
  22816. this.curves.push( curve );
  22817. },
  22818. closePath: function () {
  22819. // Add a line curve if start and end of lines are not connected
  22820. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22821. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22822. if ( ! startPoint.equals( endPoint ) ) {
  22823. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22824. }
  22825. },
  22826. // To get accurate point with reference to
  22827. // entire path distance at time t,
  22828. // following has to be done:
  22829. // 1. Length of each sub path have to be known
  22830. // 2. Locate and identify type of curve
  22831. // 3. Get t for the curve
  22832. // 4. Return curve.getPointAt(t')
  22833. getPoint: function ( t ) {
  22834. var d = t * this.getLength();
  22835. var curveLengths = this.getCurveLengths();
  22836. var i = 0;
  22837. // To think about boundaries points.
  22838. while ( i < curveLengths.length ) {
  22839. if ( curveLengths[ i ] >= d ) {
  22840. var diff = curveLengths[ i ] - d;
  22841. var curve = this.curves[ i ];
  22842. var segmentLength = curve.getLength();
  22843. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22844. return curve.getPointAt( u );
  22845. }
  22846. i ++;
  22847. }
  22848. return null;
  22849. // loop where sum != 0, sum > d , sum+1 <d
  22850. },
  22851. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22852. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22853. // getPoint() depends on getLength
  22854. getLength: function () {
  22855. var lens = this.getCurveLengths();
  22856. return lens[ lens.length - 1 ];
  22857. },
  22858. // cacheLengths must be recalculated.
  22859. updateArcLengths: function () {
  22860. this.needsUpdate = true;
  22861. this.cacheLengths = null;
  22862. this.getCurveLengths();
  22863. },
  22864. // Compute lengths and cache them
  22865. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22866. getCurveLengths: function () {
  22867. // We use cache values if curves and cache array are same length
  22868. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22869. return this.cacheLengths;
  22870. }
  22871. // Get length of sub-curve
  22872. // Push sums into cached array
  22873. var lengths = [], sums = 0;
  22874. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22875. sums += this.curves[ i ].getLength();
  22876. lengths.push( sums );
  22877. }
  22878. this.cacheLengths = lengths;
  22879. return lengths;
  22880. },
  22881. getSpacedPoints: function ( divisions ) {
  22882. if ( divisions === undefined ) { divisions = 40; }
  22883. var points = [];
  22884. for ( var i = 0; i <= divisions; i ++ ) {
  22885. points.push( this.getPoint( i / divisions ) );
  22886. }
  22887. if ( this.autoClose ) {
  22888. points.push( points[ 0 ] );
  22889. }
  22890. return points;
  22891. },
  22892. getPoints: function ( divisions ) {
  22893. divisions = divisions || 12;
  22894. var points = [], last;
  22895. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22896. var curve = curves[ i ];
  22897. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22898. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22899. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22900. : divisions;
  22901. var pts = curve.getPoints( resolution );
  22902. for ( var j = 0; j < pts.length; j ++ ) {
  22903. var point = pts[ j ];
  22904. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22905. points.push( point );
  22906. last = point;
  22907. }
  22908. }
  22909. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22910. points.push( points[ 0 ] );
  22911. }
  22912. return points;
  22913. },
  22914. copy: function ( source ) {
  22915. Curve.prototype.copy.call( this, source );
  22916. this.curves = [];
  22917. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22918. var curve = source.curves[ i ];
  22919. this.curves.push( curve.clone() );
  22920. }
  22921. this.autoClose = source.autoClose;
  22922. return this;
  22923. },
  22924. toJSON: function () {
  22925. var data = Curve.prototype.toJSON.call( this );
  22926. data.autoClose = this.autoClose;
  22927. data.curves = [];
  22928. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22929. var curve = this.curves[ i ];
  22930. data.curves.push( curve.toJSON() );
  22931. }
  22932. return data;
  22933. },
  22934. fromJSON: function ( json ) {
  22935. Curve.prototype.fromJSON.call( this, json );
  22936. this.autoClose = json.autoClose;
  22937. this.curves = [];
  22938. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22939. var curve = json.curves[ i ];
  22940. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22941. }
  22942. return this;
  22943. }
  22944. } );
  22945. /**
  22946. * @author zz85 / http://www.lab4games.net/zz85/blog
  22947. * Creates free form 2d path using series of points, lines or curves.
  22948. **/
  22949. function Path( points ) {
  22950. CurvePath.call( this );
  22951. this.type = 'Path';
  22952. this.currentPoint = new Vector2();
  22953. if ( points ) {
  22954. this.setFromPoints( points );
  22955. }
  22956. }
  22957. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22958. constructor: Path,
  22959. setFromPoints: function ( points ) {
  22960. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22961. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22962. this.lineTo( points[ i ].x, points[ i ].y );
  22963. }
  22964. return this;
  22965. },
  22966. moveTo: function ( x, y ) {
  22967. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22968. return this;
  22969. },
  22970. lineTo: function ( x, y ) {
  22971. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22972. this.curves.push( curve );
  22973. this.currentPoint.set( x, y );
  22974. return this;
  22975. },
  22976. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22977. var curve = new QuadraticBezierCurve(
  22978. this.currentPoint.clone(),
  22979. new Vector2( aCPx, aCPy ),
  22980. new Vector2( aX, aY )
  22981. );
  22982. this.curves.push( curve );
  22983. this.currentPoint.set( aX, aY );
  22984. return this;
  22985. },
  22986. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22987. var curve = new CubicBezierCurve(
  22988. this.currentPoint.clone(),
  22989. new Vector2( aCP1x, aCP1y ),
  22990. new Vector2( aCP2x, aCP2y ),
  22991. new Vector2( aX, aY )
  22992. );
  22993. this.curves.push( curve );
  22994. this.currentPoint.set( aX, aY );
  22995. return this;
  22996. },
  22997. splineThru: function ( pts /*Array of Vector*/ ) {
  22998. var npts = [ this.currentPoint.clone() ].concat( pts );
  22999. var curve = new SplineCurve( npts );
  23000. this.curves.push( curve );
  23001. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23002. return this;
  23003. },
  23004. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23005. var x0 = this.currentPoint.x;
  23006. var y0 = this.currentPoint.y;
  23007. this.absarc( aX + x0, aY + y0, aRadius,
  23008. aStartAngle, aEndAngle, aClockwise );
  23009. return this;
  23010. },
  23011. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23012. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23013. return this;
  23014. },
  23015. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23016. var x0 = this.currentPoint.x;
  23017. var y0 = this.currentPoint.y;
  23018. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23019. return this;
  23020. },
  23021. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23022. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23023. if ( this.curves.length > 0 ) {
  23024. // if a previous curve is present, attempt to join
  23025. var firstPoint = curve.getPoint( 0 );
  23026. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23027. this.lineTo( firstPoint.x, firstPoint.y );
  23028. }
  23029. }
  23030. this.curves.push( curve );
  23031. var lastPoint = curve.getPoint( 1 );
  23032. this.currentPoint.copy( lastPoint );
  23033. return this;
  23034. },
  23035. copy: function ( source ) {
  23036. CurvePath.prototype.copy.call( this, source );
  23037. this.currentPoint.copy( source.currentPoint );
  23038. return this;
  23039. },
  23040. toJSON: function () {
  23041. var data = CurvePath.prototype.toJSON.call( this );
  23042. data.currentPoint = this.currentPoint.toArray();
  23043. return data;
  23044. },
  23045. fromJSON: function ( json ) {
  23046. CurvePath.prototype.fromJSON.call( this, json );
  23047. this.currentPoint.fromArray( json.currentPoint );
  23048. return this;
  23049. }
  23050. } );
  23051. /**
  23052. * @author zz85 / http://www.lab4games.net/zz85/blog
  23053. * Defines a 2d shape plane using paths.
  23054. **/
  23055. // STEP 1 Create a path.
  23056. // STEP 2 Turn path into shape.
  23057. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23058. // STEP 3a - Extract points from each shape, turn to vertices
  23059. // STEP 3b - Triangulate each shape, add faces.
  23060. function Shape( points ) {
  23061. Path.call( this, points );
  23062. this.uuid = _Math.generateUUID();
  23063. this.type = 'Shape';
  23064. this.holes = [];
  23065. }
  23066. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23067. constructor: Shape,
  23068. getPointsHoles: function ( divisions ) {
  23069. var holesPts = [];
  23070. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23071. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23072. }
  23073. return holesPts;
  23074. },
  23075. // get points of shape and holes (keypoints based on segments parameter)
  23076. extractPoints: function ( divisions ) {
  23077. return {
  23078. shape: this.getPoints( divisions ),
  23079. holes: this.getPointsHoles( divisions )
  23080. };
  23081. },
  23082. copy: function ( source ) {
  23083. Path.prototype.copy.call( this, source );
  23084. this.holes = [];
  23085. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23086. var hole = source.holes[ i ];
  23087. this.holes.push( hole.clone() );
  23088. }
  23089. return this;
  23090. },
  23091. toJSON: function () {
  23092. var data = Path.prototype.toJSON.call( this );
  23093. data.uuid = this.uuid;
  23094. data.holes = [];
  23095. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23096. var hole = this.holes[ i ];
  23097. data.holes.push( hole.toJSON() );
  23098. }
  23099. return data;
  23100. },
  23101. fromJSON: function ( json ) {
  23102. Path.prototype.fromJSON.call( this, json );
  23103. this.uuid = json.uuid;
  23104. this.holes = [];
  23105. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23106. var hole = json.holes[ i ];
  23107. this.holes.push( new Path().fromJSON( hole ) );
  23108. }
  23109. return this;
  23110. }
  23111. } );
  23112. /**
  23113. * @author mrdoob / http://mrdoob.com/
  23114. * @author alteredq / http://alteredqualia.com/
  23115. */
  23116. function Light( color, intensity ) {
  23117. Object3D.call( this );
  23118. this.type = 'Light';
  23119. this.color = new Color( color );
  23120. this.intensity = intensity !== undefined ? intensity : 1;
  23121. this.receiveShadow = undefined;
  23122. }
  23123. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23124. constructor: Light,
  23125. isLight: true,
  23126. copy: function ( source ) {
  23127. Object3D.prototype.copy.call( this, source );
  23128. this.color.copy( source.color );
  23129. this.intensity = source.intensity;
  23130. return this;
  23131. },
  23132. toJSON: function ( meta ) {
  23133. var data = Object3D.prototype.toJSON.call( this, meta );
  23134. data.object.color = this.color.getHex();
  23135. data.object.intensity = this.intensity;
  23136. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23137. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23138. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23139. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23140. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23141. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23142. return data;
  23143. }
  23144. } );
  23145. /**
  23146. * @author alteredq / http://alteredqualia.com/
  23147. */
  23148. function HemisphereLight( skyColor, groundColor, intensity ) {
  23149. Light.call( this, skyColor, intensity );
  23150. this.type = 'HemisphereLight';
  23151. this.castShadow = undefined;
  23152. this.position.copy( Object3D.DefaultUp );
  23153. this.updateMatrix();
  23154. this.groundColor = new Color( groundColor );
  23155. }
  23156. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23157. constructor: HemisphereLight,
  23158. isHemisphereLight: true,
  23159. copy: function ( source ) {
  23160. Light.prototype.copy.call( this, source );
  23161. this.groundColor.copy( source.groundColor );
  23162. return this;
  23163. }
  23164. } );
  23165. /**
  23166. * @author mrdoob / http://mrdoob.com/
  23167. */
  23168. function LightShadow( camera ) {
  23169. this.camera = camera;
  23170. this.bias = 0;
  23171. this.radius = 1;
  23172. this.mapSize = new Vector2( 512, 512 );
  23173. this.map = null;
  23174. this.mapPass = null;
  23175. this.matrix = new Matrix4();
  23176. this._frustum = new Frustum();
  23177. this._frameExtents = new Vector2( 1, 1 );
  23178. this._viewportCount = 1;
  23179. this._viewports = [
  23180. new Vector4( 0, 0, 1, 1 )
  23181. ];
  23182. }
  23183. Object.assign( LightShadow.prototype, {
  23184. _projScreenMatrix: new Matrix4(),
  23185. _lightPositionWorld: new Vector3(),
  23186. _lookTarget: new Vector3(),
  23187. getViewportCount: function () {
  23188. return this._viewportCount;
  23189. },
  23190. getFrustum: function () {
  23191. return this._frustum;
  23192. },
  23193. updateMatrices: function ( light ) {
  23194. var shadowCamera = this.camera,
  23195. shadowMatrix = this.matrix,
  23196. projScreenMatrix = this._projScreenMatrix,
  23197. lookTarget = this._lookTarget,
  23198. lightPositionWorld = this._lightPositionWorld;
  23199. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23200. shadowCamera.position.copy( lightPositionWorld );
  23201. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23202. shadowCamera.lookAt( lookTarget );
  23203. shadowCamera.updateMatrixWorld();
  23204. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23205. this._frustum.setFromMatrix( projScreenMatrix );
  23206. shadowMatrix.set(
  23207. 0.5, 0.0, 0.0, 0.5,
  23208. 0.0, 0.5, 0.0, 0.5,
  23209. 0.0, 0.0, 0.5, 0.5,
  23210. 0.0, 0.0, 0.0, 1.0
  23211. );
  23212. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23213. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23214. },
  23215. getViewport: function ( viewportIndex ) {
  23216. return this._viewports[ viewportIndex ];
  23217. },
  23218. getFrameExtents: function () {
  23219. return this._frameExtents;
  23220. },
  23221. copy: function ( source ) {
  23222. this.camera = source.camera.clone();
  23223. this.bias = source.bias;
  23224. this.radius = source.radius;
  23225. this.mapSize.copy( source.mapSize );
  23226. return this;
  23227. },
  23228. clone: function () {
  23229. return new this.constructor().copy( this );
  23230. },
  23231. toJSON: function () {
  23232. var object = {};
  23233. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23234. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23235. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23236. object.camera = this.camera.toJSON( false ).object;
  23237. delete object.camera.matrix;
  23238. return object;
  23239. }
  23240. } );
  23241. /**
  23242. * @author mrdoob / http://mrdoob.com/
  23243. */
  23244. function SpotLightShadow() {
  23245. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23246. }
  23247. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23248. constructor: SpotLightShadow,
  23249. isSpotLightShadow: true,
  23250. updateMatrices: function ( light ) {
  23251. var camera = this.camera;
  23252. var fov = _Math.RAD2DEG * 2 * light.angle;
  23253. var aspect = this.mapSize.width / this.mapSize.height;
  23254. var far = light.distance || camera.far;
  23255. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23256. camera.fov = fov;
  23257. camera.aspect = aspect;
  23258. camera.far = far;
  23259. camera.updateProjectionMatrix();
  23260. }
  23261. LightShadow.prototype.updateMatrices.call( this, light );
  23262. }
  23263. } );
  23264. /**
  23265. * @author alteredq / http://alteredqualia.com/
  23266. */
  23267. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23268. Light.call( this, color, intensity );
  23269. this.type = 'SpotLight';
  23270. this.position.copy( Object3D.DefaultUp );
  23271. this.updateMatrix();
  23272. this.target = new Object3D();
  23273. Object.defineProperty( this, 'power', {
  23274. get: function () {
  23275. // intensity = power per solid angle.
  23276. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23277. return this.intensity * Math.PI;
  23278. },
  23279. set: function ( power ) {
  23280. // intensity = power per solid angle.
  23281. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23282. this.intensity = power / Math.PI;
  23283. }
  23284. } );
  23285. this.distance = ( distance !== undefined ) ? distance : 0;
  23286. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23287. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23288. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23289. this.shadow = new SpotLightShadow();
  23290. }
  23291. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23292. constructor: SpotLight,
  23293. isSpotLight: true,
  23294. copy: function ( source ) {
  23295. Light.prototype.copy.call( this, source );
  23296. this.distance = source.distance;
  23297. this.angle = source.angle;
  23298. this.penumbra = source.penumbra;
  23299. this.decay = source.decay;
  23300. this.target = source.target.clone();
  23301. this.shadow = source.shadow.clone();
  23302. return this;
  23303. }
  23304. } );
  23305. function PointLightShadow() {
  23306. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23307. this._frameExtents = new Vector2( 4, 2 );
  23308. this._viewportCount = 6;
  23309. this._viewports = [
  23310. // These viewports map a cube-map onto a 2D texture with the
  23311. // following orientation:
  23312. //
  23313. // xzXZ
  23314. // y Y
  23315. //
  23316. // X - Positive x direction
  23317. // x - Negative x direction
  23318. // Y - Positive y direction
  23319. // y - Negative y direction
  23320. // Z - Positive z direction
  23321. // z - Negative z direction
  23322. // positive X
  23323. new Vector4( 2, 1, 1, 1 ),
  23324. // negative X
  23325. new Vector4( 0, 1, 1, 1 ),
  23326. // positive Z
  23327. new Vector4( 3, 1, 1, 1 ),
  23328. // negative Z
  23329. new Vector4( 1, 1, 1, 1 ),
  23330. // positive Y
  23331. new Vector4( 3, 0, 1, 1 ),
  23332. // negative Y
  23333. new Vector4( 1, 0, 1, 1 )
  23334. ];
  23335. this._cubeDirections = [
  23336. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23337. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23338. ];
  23339. this._cubeUps = [
  23340. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23341. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23342. ];
  23343. }
  23344. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23345. constructor: PointLightShadow,
  23346. isPointLightShadow: true,
  23347. updateMatrices: function ( light, viewportIndex ) {
  23348. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23349. var camera = this.camera,
  23350. shadowMatrix = this.matrix,
  23351. lightPositionWorld = this._lightPositionWorld,
  23352. lookTarget = this._lookTarget,
  23353. projScreenMatrix = this._projScreenMatrix;
  23354. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23355. camera.position.copy( lightPositionWorld );
  23356. lookTarget.copy( camera.position );
  23357. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23358. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23359. camera.lookAt( lookTarget );
  23360. camera.updateMatrixWorld();
  23361. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23362. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23363. this._frustum.setFromMatrix( projScreenMatrix );
  23364. }
  23365. } );
  23366. /**
  23367. * @author mrdoob / http://mrdoob.com/
  23368. */
  23369. function PointLight( color, intensity, distance, decay ) {
  23370. Light.call( this, color, intensity );
  23371. this.type = 'PointLight';
  23372. Object.defineProperty( this, 'power', {
  23373. get: function () {
  23374. // intensity = power per solid angle.
  23375. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23376. return this.intensity * 4 * Math.PI;
  23377. },
  23378. set: function ( power ) {
  23379. // intensity = power per solid angle.
  23380. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23381. this.intensity = power / ( 4 * Math.PI );
  23382. }
  23383. } );
  23384. this.distance = ( distance !== undefined ) ? distance : 0;
  23385. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23386. this.shadow = new PointLightShadow();
  23387. }
  23388. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23389. constructor: PointLight,
  23390. isPointLight: true,
  23391. copy: function ( source ) {
  23392. Light.prototype.copy.call( this, source );
  23393. this.distance = source.distance;
  23394. this.decay = source.decay;
  23395. this.shadow = source.shadow.clone();
  23396. return this;
  23397. }
  23398. } );
  23399. /**
  23400. * @author alteredq / http://alteredqualia.com/
  23401. * @author arose / http://github.com/arose
  23402. */
  23403. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23404. Camera.call( this );
  23405. this.type = 'OrthographicCamera';
  23406. this.zoom = 1;
  23407. this.view = null;
  23408. this.left = ( left !== undefined ) ? left : - 1;
  23409. this.right = ( right !== undefined ) ? right : 1;
  23410. this.top = ( top !== undefined ) ? top : 1;
  23411. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23412. this.near = ( near !== undefined ) ? near : 0.1;
  23413. this.far = ( far !== undefined ) ? far : 2000;
  23414. this.updateProjectionMatrix();
  23415. }
  23416. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23417. constructor: OrthographicCamera,
  23418. isOrthographicCamera: true,
  23419. copy: function ( source, recursive ) {
  23420. Camera.prototype.copy.call( this, source, recursive );
  23421. this.left = source.left;
  23422. this.right = source.right;
  23423. this.top = source.top;
  23424. this.bottom = source.bottom;
  23425. this.near = source.near;
  23426. this.far = source.far;
  23427. this.zoom = source.zoom;
  23428. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23429. return this;
  23430. },
  23431. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23432. if ( this.view === null ) {
  23433. this.view = {
  23434. enabled: true,
  23435. fullWidth: 1,
  23436. fullHeight: 1,
  23437. offsetX: 0,
  23438. offsetY: 0,
  23439. width: 1,
  23440. height: 1
  23441. };
  23442. }
  23443. this.view.enabled = true;
  23444. this.view.fullWidth = fullWidth;
  23445. this.view.fullHeight = fullHeight;
  23446. this.view.offsetX = x;
  23447. this.view.offsetY = y;
  23448. this.view.width = width;
  23449. this.view.height = height;
  23450. this.updateProjectionMatrix();
  23451. },
  23452. clearViewOffset: function () {
  23453. if ( this.view !== null ) {
  23454. this.view.enabled = false;
  23455. }
  23456. this.updateProjectionMatrix();
  23457. },
  23458. updateProjectionMatrix: function () {
  23459. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23460. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23461. var cx = ( this.right + this.left ) / 2;
  23462. var cy = ( this.top + this.bottom ) / 2;
  23463. var left = cx - dx;
  23464. var right = cx + dx;
  23465. var top = cy + dy;
  23466. var bottom = cy - dy;
  23467. if ( this.view !== null && this.view.enabled ) {
  23468. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23469. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23470. var scaleW = ( this.right - this.left ) / this.view.width;
  23471. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23472. left += scaleW * ( this.view.offsetX / zoomW );
  23473. right = left + scaleW * ( this.view.width / zoomW );
  23474. top -= scaleH * ( this.view.offsetY / zoomH );
  23475. bottom = top - scaleH * ( this.view.height / zoomH );
  23476. }
  23477. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23478. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23479. },
  23480. toJSON: function ( meta ) {
  23481. var data = Object3D.prototype.toJSON.call( this, meta );
  23482. data.object.zoom = this.zoom;
  23483. data.object.left = this.left;
  23484. data.object.right = this.right;
  23485. data.object.top = this.top;
  23486. data.object.bottom = this.bottom;
  23487. data.object.near = this.near;
  23488. data.object.far = this.far;
  23489. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23490. return data;
  23491. }
  23492. } );
  23493. /**
  23494. * @author mrdoob / http://mrdoob.com/
  23495. */
  23496. function DirectionalLightShadow() {
  23497. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23498. }
  23499. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23500. constructor: DirectionalLightShadow,
  23501. isDirectionalLightShadow: true,
  23502. updateMatrices: function ( light ) {
  23503. LightShadow.prototype.updateMatrices.call( this, light );
  23504. }
  23505. } );
  23506. /**
  23507. * @author mrdoob / http://mrdoob.com/
  23508. * @author alteredq / http://alteredqualia.com/
  23509. */
  23510. function DirectionalLight( color, intensity ) {
  23511. Light.call( this, color, intensity );
  23512. this.type = 'DirectionalLight';
  23513. this.position.copy( Object3D.DefaultUp );
  23514. this.updateMatrix();
  23515. this.target = new Object3D();
  23516. this.shadow = new DirectionalLightShadow();
  23517. }
  23518. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23519. constructor: DirectionalLight,
  23520. isDirectionalLight: true,
  23521. copy: function ( source ) {
  23522. Light.prototype.copy.call( this, source );
  23523. this.target = source.target.clone();
  23524. this.shadow = source.shadow.clone();
  23525. return this;
  23526. }
  23527. } );
  23528. /**
  23529. * @author mrdoob / http://mrdoob.com/
  23530. */
  23531. function AmbientLight( color, intensity ) {
  23532. Light.call( this, color, intensity );
  23533. this.type = 'AmbientLight';
  23534. this.castShadow = undefined;
  23535. }
  23536. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23537. constructor: AmbientLight,
  23538. isAmbientLight: true
  23539. } );
  23540. /**
  23541. * @author abelnation / http://github.com/abelnation
  23542. */
  23543. function RectAreaLight( color, intensity, width, height ) {
  23544. Light.call( this, color, intensity );
  23545. this.type = 'RectAreaLight';
  23546. this.width = ( width !== undefined ) ? width : 10;
  23547. this.height = ( height !== undefined ) ? height : 10;
  23548. }
  23549. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23550. constructor: RectAreaLight,
  23551. isRectAreaLight: true,
  23552. copy: function ( source ) {
  23553. Light.prototype.copy.call( this, source );
  23554. this.width = source.width;
  23555. this.height = source.height;
  23556. return this;
  23557. },
  23558. toJSON: function ( meta ) {
  23559. var data = Light.prototype.toJSON.call( this, meta );
  23560. data.object.width = this.width;
  23561. data.object.height = this.height;
  23562. return data;
  23563. }
  23564. } );
  23565. /**
  23566. * @author mrdoob / http://mrdoob.com/
  23567. */
  23568. function MaterialLoader( manager ) {
  23569. Loader.call( this, manager );
  23570. this.textures = {};
  23571. }
  23572. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23573. constructor: MaterialLoader,
  23574. load: function ( url, onLoad, onProgress, onError ) {
  23575. var scope = this;
  23576. var loader = new FileLoader( scope.manager );
  23577. loader.setPath( scope.path );
  23578. loader.load( url, function ( text ) {
  23579. onLoad( scope.parse( JSON.parse( text ) ) );
  23580. }, onProgress, onError );
  23581. },
  23582. parse: function ( json ) {
  23583. var textures = this.textures;
  23584. function getTexture( name ) {
  23585. if ( textures[ name ] === undefined ) {
  23586. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23587. }
  23588. return textures[ name ];
  23589. }
  23590. var material = new Materials[ json.type ]();
  23591. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23592. if ( json.name !== undefined ) { material.name = json.name; }
  23593. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23594. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23595. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23596. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23597. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23598. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23599. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23600. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23601. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23602. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23603. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23604. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23605. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23606. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23607. if ( json.side !== undefined ) { material.side = json.side; }
  23608. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23609. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23610. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23611. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23612. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23613. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23614. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23615. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23616. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23617. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23618. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23619. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23620. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23621. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23622. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23623. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23624. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23625. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23626. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23627. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23628. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23629. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23630. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23631. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23632. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23633. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23634. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23635. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23636. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23637. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23638. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23639. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23640. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23641. // Shader Material
  23642. if ( json.uniforms !== undefined ) {
  23643. for ( var name in json.uniforms ) {
  23644. var uniform = json.uniforms[ name ];
  23645. material.uniforms[ name ] = {};
  23646. switch ( uniform.type ) {
  23647. case 't':
  23648. material.uniforms[ name ].value = getTexture( uniform.value );
  23649. break;
  23650. case 'c':
  23651. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23652. break;
  23653. case 'v2':
  23654. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23655. break;
  23656. case 'v3':
  23657. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23658. break;
  23659. case 'v4':
  23660. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23661. break;
  23662. case 'm3':
  23663. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23664. case 'm4':
  23665. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23666. break;
  23667. default:
  23668. material.uniforms[ name ].value = uniform.value;
  23669. }
  23670. }
  23671. }
  23672. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23673. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23674. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23675. if ( json.extensions !== undefined ) {
  23676. for ( var key in json.extensions ) {
  23677. material.extensions[ key ] = json.extensions[ key ];
  23678. }
  23679. }
  23680. // Deprecated
  23681. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23682. // for PointsMaterial
  23683. if ( json.size !== undefined ) { material.size = json.size; }
  23684. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23685. // maps
  23686. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23687. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23688. if ( json.alphaMap !== undefined ) {
  23689. material.alphaMap = getTexture( json.alphaMap );
  23690. material.transparent = true;
  23691. }
  23692. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23693. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23694. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23695. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23696. if ( json.normalScale !== undefined ) {
  23697. var normalScale = json.normalScale;
  23698. if ( Array.isArray( normalScale ) === false ) {
  23699. // Blender exporter used to export a scalar. See #7459
  23700. normalScale = [ normalScale, normalScale ];
  23701. }
  23702. material.normalScale = new Vector2().fromArray( normalScale );
  23703. }
  23704. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23705. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23706. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23707. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23708. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23709. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23710. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23711. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23712. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23713. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23714. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23715. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23716. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23717. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23718. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23719. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23720. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23721. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23722. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23723. return material;
  23724. },
  23725. setTextures: function ( value ) {
  23726. this.textures = value;
  23727. return this;
  23728. }
  23729. } );
  23730. /**
  23731. * @author Don McCurdy / https://www.donmccurdy.com
  23732. */
  23733. var LoaderUtils = {
  23734. decodeText: function ( array ) {
  23735. if ( typeof TextDecoder !== 'undefined' ) {
  23736. return new TextDecoder().decode( array );
  23737. }
  23738. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23739. // throws a "maximum call stack size exceeded" error for large arrays.
  23740. var s = '';
  23741. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23742. // Implicitly assumes little-endian.
  23743. s += String.fromCharCode( array[ i ] );
  23744. }
  23745. try {
  23746. // merges multi-byte utf-8 characters.
  23747. return decodeURIComponent( escape( s ) );
  23748. } catch ( e ) { // see #16358
  23749. return s;
  23750. }
  23751. },
  23752. extractUrlBase: function ( url ) {
  23753. var index = url.lastIndexOf( '/' );
  23754. if ( index === - 1 ) { return './'; }
  23755. return url.substr( 0, index + 1 );
  23756. }
  23757. };
  23758. /**
  23759. * @author benaadams / https://twitter.com/ben_a_adams
  23760. */
  23761. function InstancedBufferGeometry() {
  23762. BufferGeometry.call( this );
  23763. this.type = 'InstancedBufferGeometry';
  23764. this.maxInstancedCount = undefined;
  23765. }
  23766. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23767. constructor: InstancedBufferGeometry,
  23768. isInstancedBufferGeometry: true,
  23769. copy: function ( source ) {
  23770. BufferGeometry.prototype.copy.call( this, source );
  23771. this.maxInstancedCount = source.maxInstancedCount;
  23772. return this;
  23773. },
  23774. clone: function () {
  23775. return new this.constructor().copy( this );
  23776. },
  23777. toJSON: function () {
  23778. var data = BufferGeometry.prototype.toJSON.call( this );
  23779. data.maxInstancedCount = this.maxInstancedCount;
  23780. data.isInstancedBufferGeometry = true;
  23781. return data;
  23782. }
  23783. } );
  23784. /**
  23785. * @author benaadams / https://twitter.com/ben_a_adams
  23786. */
  23787. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23788. if ( typeof ( normalized ) === 'number' ) {
  23789. meshPerAttribute = normalized;
  23790. normalized = false;
  23791. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23792. }
  23793. BufferAttribute.call( this, array, itemSize, normalized );
  23794. this.meshPerAttribute = meshPerAttribute || 1;
  23795. }
  23796. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23797. constructor: InstancedBufferAttribute,
  23798. isInstancedBufferAttribute: true,
  23799. copy: function ( source ) {
  23800. BufferAttribute.prototype.copy.call( this, source );
  23801. this.meshPerAttribute = source.meshPerAttribute;
  23802. return this;
  23803. },
  23804. toJSON: function () {
  23805. var data = BufferAttribute.prototype.toJSON.call( this );
  23806. data.meshPerAttribute = this.meshPerAttribute;
  23807. data.isInstancedBufferAttribute = true;
  23808. return data;
  23809. }
  23810. } );
  23811. /**
  23812. * @author mrdoob / http://mrdoob.com/
  23813. */
  23814. function BufferGeometryLoader( manager ) {
  23815. Loader.call( this, manager );
  23816. }
  23817. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23818. constructor: BufferGeometryLoader,
  23819. load: function ( url, onLoad, onProgress, onError ) {
  23820. var scope = this;
  23821. var loader = new FileLoader( scope.manager );
  23822. loader.setPath( scope.path );
  23823. loader.load( url, function ( text ) {
  23824. onLoad( scope.parse( JSON.parse( text ) ) );
  23825. }, onProgress, onError );
  23826. },
  23827. parse: function ( json ) {
  23828. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23829. var index = json.data.index;
  23830. if ( index !== undefined ) {
  23831. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23832. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23833. }
  23834. var attributes = json.data.attributes;
  23835. for ( var key in attributes ) {
  23836. var attribute = attributes[ key ];
  23837. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23838. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23839. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23840. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23841. geometry.setAttribute( key, bufferAttribute );
  23842. }
  23843. var morphAttributes = json.data.morphAttributes;
  23844. if ( morphAttributes ) {
  23845. for ( var key in morphAttributes ) {
  23846. var attributeArray = morphAttributes[ key ];
  23847. var array = [];
  23848. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23849. var attribute = attributeArray[ i ];
  23850. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23851. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23852. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23853. array.push( bufferAttribute );
  23854. }
  23855. geometry.morphAttributes[ key ] = array;
  23856. }
  23857. }
  23858. var morphTargetsRelative = json.data.morphTargetsRelative;
  23859. if ( morphTargetsRelative ) {
  23860. geometry.morphTargetsRelative = true;
  23861. }
  23862. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23863. if ( groups !== undefined ) {
  23864. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23865. var group = groups[ i ];
  23866. geometry.addGroup( group.start, group.count, group.materialIndex );
  23867. }
  23868. }
  23869. var boundingSphere = json.data.boundingSphere;
  23870. if ( boundingSphere !== undefined ) {
  23871. var center = new Vector3();
  23872. if ( boundingSphere.center !== undefined ) {
  23873. center.fromArray( boundingSphere.center );
  23874. }
  23875. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23876. }
  23877. if ( json.name ) { geometry.name = json.name; }
  23878. if ( json.userData ) { geometry.userData = json.userData; }
  23879. return geometry;
  23880. }
  23881. } );
  23882. var TYPED_ARRAYS = {
  23883. Int8Array: Int8Array,
  23884. Uint8Array: Uint8Array,
  23885. // Workaround for IE11 pre KB2929437. See #11440
  23886. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23887. Int16Array: Int16Array,
  23888. Uint16Array: Uint16Array,
  23889. Int32Array: Int32Array,
  23890. Uint32Array: Uint32Array,
  23891. Float32Array: Float32Array,
  23892. Float64Array: Float64Array
  23893. };
  23894. /**
  23895. * @author mrdoob / http://mrdoob.com/
  23896. */
  23897. function ObjectLoader( manager ) {
  23898. Loader.call( this, manager );
  23899. }
  23900. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23901. constructor: ObjectLoader,
  23902. load: function ( url, onLoad, onProgress, onError ) {
  23903. var scope = this;
  23904. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23905. this.resourcePath = this.resourcePath || path;
  23906. var loader = new FileLoader( scope.manager );
  23907. loader.setPath( this.path );
  23908. loader.load( url, function ( text ) {
  23909. var json = null;
  23910. try {
  23911. json = JSON.parse( text );
  23912. } catch ( error ) {
  23913. if ( onError !== undefined ) { onError( error ); }
  23914. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23915. return;
  23916. }
  23917. var metadata = json.metadata;
  23918. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23919. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23920. return;
  23921. }
  23922. scope.parse( json, onLoad );
  23923. }, onProgress, onError );
  23924. },
  23925. parse: function ( json, onLoad ) {
  23926. var shapes = this.parseShape( json.shapes );
  23927. var geometries = this.parseGeometries( json.geometries, shapes );
  23928. var images = this.parseImages( json.images, function () {
  23929. if ( onLoad !== undefined ) { onLoad( object ); }
  23930. } );
  23931. var textures = this.parseTextures( json.textures, images );
  23932. var materials = this.parseMaterials( json.materials, textures );
  23933. var object = this.parseObject( json.object, geometries, materials );
  23934. if ( json.animations ) {
  23935. object.animations = this.parseAnimations( json.animations );
  23936. }
  23937. if ( json.images === undefined || json.images.length === 0 ) {
  23938. if ( onLoad !== undefined ) { onLoad( object ); }
  23939. }
  23940. return object;
  23941. },
  23942. parseShape: function ( json ) {
  23943. var shapes = {};
  23944. if ( json !== undefined ) {
  23945. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23946. var shape = new Shape().fromJSON( json[ i ] );
  23947. shapes[ shape.uuid ] = shape;
  23948. }
  23949. }
  23950. return shapes;
  23951. },
  23952. parseGeometries: function ( json, shapes ) {
  23953. var geometries = {};
  23954. if ( json !== undefined ) {
  23955. var bufferGeometryLoader = new BufferGeometryLoader();
  23956. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23957. var geometry;
  23958. var data = json[ i ];
  23959. switch ( data.type ) {
  23960. case 'PlaneGeometry':
  23961. case 'PlaneBufferGeometry':
  23962. geometry = new Geometries[ data.type ](
  23963. data.width,
  23964. data.height,
  23965. data.widthSegments,
  23966. data.heightSegments
  23967. );
  23968. break;
  23969. case 'BoxGeometry':
  23970. case 'BoxBufferGeometry':
  23971. case 'CubeGeometry': // backwards compatible
  23972. geometry = new Geometries[ data.type ](
  23973. data.width,
  23974. data.height,
  23975. data.depth,
  23976. data.widthSegments,
  23977. data.heightSegments,
  23978. data.depthSegments
  23979. );
  23980. break;
  23981. case 'CircleGeometry':
  23982. case 'CircleBufferGeometry':
  23983. geometry = new Geometries[ data.type ](
  23984. data.radius,
  23985. data.segments,
  23986. data.thetaStart,
  23987. data.thetaLength
  23988. );
  23989. break;
  23990. case 'CylinderGeometry':
  23991. case 'CylinderBufferGeometry':
  23992. geometry = new Geometries[ data.type ](
  23993. data.radiusTop,
  23994. data.radiusBottom,
  23995. data.height,
  23996. data.radialSegments,
  23997. data.heightSegments,
  23998. data.openEnded,
  23999. data.thetaStart,
  24000. data.thetaLength
  24001. );
  24002. break;
  24003. case 'ConeGeometry':
  24004. case 'ConeBufferGeometry':
  24005. geometry = new Geometries[ data.type ](
  24006. data.radius,
  24007. data.height,
  24008. data.radialSegments,
  24009. data.heightSegments,
  24010. data.openEnded,
  24011. data.thetaStart,
  24012. data.thetaLength
  24013. );
  24014. break;
  24015. case 'SphereGeometry':
  24016. case 'SphereBufferGeometry':
  24017. geometry = new Geometries[ data.type ](
  24018. data.radius,
  24019. data.widthSegments,
  24020. data.heightSegments,
  24021. data.phiStart,
  24022. data.phiLength,
  24023. data.thetaStart,
  24024. data.thetaLength
  24025. );
  24026. break;
  24027. case 'DodecahedronGeometry':
  24028. case 'DodecahedronBufferGeometry':
  24029. case 'IcosahedronGeometry':
  24030. case 'IcosahedronBufferGeometry':
  24031. case 'OctahedronGeometry':
  24032. case 'OctahedronBufferGeometry':
  24033. case 'TetrahedronGeometry':
  24034. case 'TetrahedronBufferGeometry':
  24035. geometry = new Geometries[ data.type ](
  24036. data.radius,
  24037. data.detail
  24038. );
  24039. break;
  24040. case 'RingGeometry':
  24041. case 'RingBufferGeometry':
  24042. geometry = new Geometries[ data.type ](
  24043. data.innerRadius,
  24044. data.outerRadius,
  24045. data.thetaSegments,
  24046. data.phiSegments,
  24047. data.thetaStart,
  24048. data.thetaLength
  24049. );
  24050. break;
  24051. case 'TorusGeometry':
  24052. case 'TorusBufferGeometry':
  24053. geometry = new Geometries[ data.type ](
  24054. data.radius,
  24055. data.tube,
  24056. data.radialSegments,
  24057. data.tubularSegments,
  24058. data.arc
  24059. );
  24060. break;
  24061. case 'TorusKnotGeometry':
  24062. case 'TorusKnotBufferGeometry':
  24063. geometry = new Geometries[ data.type ](
  24064. data.radius,
  24065. data.tube,
  24066. data.tubularSegments,
  24067. data.radialSegments,
  24068. data.p,
  24069. data.q
  24070. );
  24071. break;
  24072. case 'TubeGeometry':
  24073. case 'TubeBufferGeometry':
  24074. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24075. // User defined curves or instances of CurvePath will not be deserialized.
  24076. geometry = new Geometries[ data.type ](
  24077. new Curves[ data.path.type ]().fromJSON( data.path ),
  24078. data.tubularSegments,
  24079. data.radius,
  24080. data.radialSegments,
  24081. data.closed
  24082. );
  24083. break;
  24084. case 'LatheGeometry':
  24085. case 'LatheBufferGeometry':
  24086. geometry = new Geometries[ data.type ](
  24087. data.points,
  24088. data.segments,
  24089. data.phiStart,
  24090. data.phiLength
  24091. );
  24092. break;
  24093. case 'PolyhedronGeometry':
  24094. case 'PolyhedronBufferGeometry':
  24095. geometry = new Geometries[ data.type ](
  24096. data.vertices,
  24097. data.indices,
  24098. data.radius,
  24099. data.details
  24100. );
  24101. break;
  24102. case 'ShapeGeometry':
  24103. case 'ShapeBufferGeometry':
  24104. var geometryShapes = [];
  24105. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24106. var shape = shapes[ data.shapes[ j ] ];
  24107. geometryShapes.push( shape );
  24108. }
  24109. geometry = new Geometries[ data.type ](
  24110. geometryShapes,
  24111. data.curveSegments
  24112. );
  24113. break;
  24114. case 'ExtrudeGeometry':
  24115. case 'ExtrudeBufferGeometry':
  24116. var geometryShapes = [];
  24117. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24118. var shape = shapes[ data.shapes[ j ] ];
  24119. geometryShapes.push( shape );
  24120. }
  24121. var extrudePath = data.options.extrudePath;
  24122. if ( extrudePath !== undefined ) {
  24123. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24124. }
  24125. geometry = new Geometries[ data.type ](
  24126. geometryShapes,
  24127. data.options
  24128. );
  24129. break;
  24130. case 'BufferGeometry':
  24131. case 'InstancedBufferGeometry':
  24132. geometry = bufferGeometryLoader.parse( data );
  24133. break;
  24134. case 'Geometry':
  24135. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  24136. var geometryLoader = new THREE.LegacyJSONLoader();
  24137. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  24138. } else {
  24139. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  24140. }
  24141. break;
  24142. default:
  24143. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24144. continue;
  24145. }
  24146. geometry.uuid = data.uuid;
  24147. if ( data.name !== undefined ) { geometry.name = data.name; }
  24148. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24149. geometries[ data.uuid ] = geometry;
  24150. }
  24151. }
  24152. return geometries;
  24153. },
  24154. parseMaterials: function ( json, textures ) {
  24155. var cache = {}; // MultiMaterial
  24156. var materials = {};
  24157. if ( json !== undefined ) {
  24158. var loader = new MaterialLoader();
  24159. loader.setTextures( textures );
  24160. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24161. var data = json[ i ];
  24162. if ( data.type === 'MultiMaterial' ) {
  24163. // Deprecated
  24164. var array = [];
  24165. for ( var j = 0; j < data.materials.length; j ++ ) {
  24166. var material = data.materials[ j ];
  24167. if ( cache[ material.uuid ] === undefined ) {
  24168. cache[ material.uuid ] = loader.parse( material );
  24169. }
  24170. array.push( cache[ material.uuid ] );
  24171. }
  24172. materials[ data.uuid ] = array;
  24173. } else {
  24174. if ( cache[ data.uuid ] === undefined ) {
  24175. cache[ data.uuid ] = loader.parse( data );
  24176. }
  24177. materials[ data.uuid ] = cache[ data.uuid ];
  24178. }
  24179. }
  24180. }
  24181. return materials;
  24182. },
  24183. parseAnimations: function ( json ) {
  24184. var animations = [];
  24185. for ( var i = 0; i < json.length; i ++ ) {
  24186. var data = json[ i ];
  24187. var clip = AnimationClip.parse( data );
  24188. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24189. animations.push( clip );
  24190. }
  24191. return animations;
  24192. },
  24193. parseImages: function ( json, onLoad ) {
  24194. var scope = this;
  24195. var images = {};
  24196. function loadImage( url ) {
  24197. scope.manager.itemStart( url );
  24198. return loader.load( url, function () {
  24199. scope.manager.itemEnd( url );
  24200. }, undefined, function () {
  24201. scope.manager.itemError( url );
  24202. scope.manager.itemEnd( url );
  24203. } );
  24204. }
  24205. if ( json !== undefined && json.length > 0 ) {
  24206. var manager = new LoadingManager( onLoad );
  24207. var loader = new ImageLoader( manager );
  24208. loader.setCrossOrigin( this.crossOrigin );
  24209. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24210. var image = json[ i ];
  24211. var url = image.url;
  24212. if ( Array.isArray( url ) ) {
  24213. // load array of images e.g CubeTexture
  24214. images[ image.uuid ] = [];
  24215. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24216. var currentUrl = url[ j ];
  24217. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24218. images[ image.uuid ].push( loadImage( path ) );
  24219. }
  24220. } else {
  24221. // load single image
  24222. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24223. images[ image.uuid ] = loadImage( path );
  24224. }
  24225. }
  24226. }
  24227. return images;
  24228. },
  24229. parseTextures: function ( json, images ) {
  24230. function parseConstant( value, type ) {
  24231. if ( typeof value === 'number' ) { return value; }
  24232. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24233. return type[ value ];
  24234. }
  24235. var textures = {};
  24236. if ( json !== undefined ) {
  24237. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24238. var data = json[ i ];
  24239. if ( data.image === undefined ) {
  24240. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24241. }
  24242. if ( images[ data.image ] === undefined ) {
  24243. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24244. }
  24245. var texture;
  24246. if ( Array.isArray( images[ data.image ] ) ) {
  24247. texture = new CubeTexture( images[ data.image ] );
  24248. } else {
  24249. texture = new Texture( images[ data.image ] );
  24250. }
  24251. texture.needsUpdate = true;
  24252. texture.uuid = data.uuid;
  24253. if ( data.name !== undefined ) { texture.name = data.name; }
  24254. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24255. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24256. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24257. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24258. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24259. if ( data.wrap !== undefined ) {
  24260. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24261. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24262. }
  24263. if ( data.format !== undefined ) { texture.format = data.format; }
  24264. if ( data.type !== undefined ) { texture.type = data.type; }
  24265. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24266. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24267. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24268. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24269. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24270. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24271. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24272. textures[ data.uuid ] = texture;
  24273. }
  24274. }
  24275. return textures;
  24276. },
  24277. parseObject: function ( data, geometries, materials ) {
  24278. var object;
  24279. function getGeometry( name ) {
  24280. if ( geometries[ name ] === undefined ) {
  24281. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24282. }
  24283. return geometries[ name ];
  24284. }
  24285. function getMaterial( name ) {
  24286. if ( name === undefined ) { return undefined; }
  24287. if ( Array.isArray( name ) ) {
  24288. var array = [];
  24289. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24290. var uuid = name[ i ];
  24291. if ( materials[ uuid ] === undefined ) {
  24292. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24293. }
  24294. array.push( materials[ uuid ] );
  24295. }
  24296. return array;
  24297. }
  24298. if ( materials[ name ] === undefined ) {
  24299. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24300. }
  24301. return materials[ name ];
  24302. }
  24303. switch ( data.type ) {
  24304. case 'Scene':
  24305. object = new Scene();
  24306. if ( data.background !== undefined ) {
  24307. if ( Number.isInteger( data.background ) ) {
  24308. object.background = new Color( data.background );
  24309. }
  24310. }
  24311. if ( data.fog !== undefined ) {
  24312. if ( data.fog.type === 'Fog' ) {
  24313. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24314. } else if ( data.fog.type === 'FogExp2' ) {
  24315. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24316. }
  24317. }
  24318. break;
  24319. case 'PerspectiveCamera':
  24320. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24321. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24322. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24323. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24324. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24325. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24326. break;
  24327. case 'OrthographicCamera':
  24328. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24329. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24330. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24331. break;
  24332. case 'AmbientLight':
  24333. object = new AmbientLight( data.color, data.intensity );
  24334. break;
  24335. case 'DirectionalLight':
  24336. object = new DirectionalLight( data.color, data.intensity );
  24337. break;
  24338. case 'PointLight':
  24339. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24340. break;
  24341. case 'RectAreaLight':
  24342. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24343. break;
  24344. case 'SpotLight':
  24345. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24346. break;
  24347. case 'HemisphereLight':
  24348. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24349. break;
  24350. case 'SkinnedMesh':
  24351. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24352. case 'Mesh':
  24353. var geometry = getGeometry( data.geometry );
  24354. var material = getMaterial( data.material );
  24355. if ( geometry.bones && geometry.bones.length > 0 ) {
  24356. object = new SkinnedMesh( geometry, material );
  24357. } else {
  24358. object = new Mesh( geometry, material );
  24359. }
  24360. break;
  24361. case 'InstancedMesh':
  24362. var geometry = getGeometry( data.geometry );
  24363. var material = getMaterial( data.material );
  24364. var count = data.count;
  24365. var instanceMatrix = data.instanceMatrix;
  24366. object = new InstancedMesh( geometry, material, count );
  24367. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24368. break;
  24369. case 'LOD':
  24370. object = new LOD();
  24371. break;
  24372. case 'Line':
  24373. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24374. break;
  24375. case 'LineLoop':
  24376. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24377. break;
  24378. case 'LineSegments':
  24379. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24380. break;
  24381. case 'PointCloud':
  24382. case 'Points':
  24383. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24384. break;
  24385. case 'Sprite':
  24386. object = new Sprite( getMaterial( data.material ) );
  24387. break;
  24388. case 'Group':
  24389. object = new Group();
  24390. break;
  24391. default:
  24392. object = new Object3D();
  24393. }
  24394. object.uuid = data.uuid;
  24395. if ( data.name !== undefined ) { object.name = data.name; }
  24396. if ( data.matrix !== undefined ) {
  24397. object.matrix.fromArray( data.matrix );
  24398. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24399. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24400. } else {
  24401. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24402. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24403. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24404. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24405. }
  24406. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24407. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24408. if ( data.shadow ) {
  24409. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24410. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24411. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24412. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24413. }
  24414. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24415. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24416. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24417. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24418. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24419. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  24420. if ( data.children !== undefined ) {
  24421. var children = data.children;
  24422. for ( var i = 0; i < children.length; i ++ ) {
  24423. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24424. }
  24425. }
  24426. if ( data.type === 'LOD' ) {
  24427. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24428. var levels = data.levels;
  24429. for ( var l = 0; l < levels.length; l ++ ) {
  24430. var level = levels[ l ];
  24431. var child = object.getObjectByProperty( 'uuid', level.object );
  24432. if ( child !== undefined ) {
  24433. object.addLevel( child, level.distance );
  24434. }
  24435. }
  24436. }
  24437. return object;
  24438. }
  24439. } );
  24440. var TEXTURE_MAPPING = {
  24441. UVMapping: UVMapping,
  24442. CubeReflectionMapping: CubeReflectionMapping,
  24443. CubeRefractionMapping: CubeRefractionMapping,
  24444. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24445. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24446. SphericalReflectionMapping: SphericalReflectionMapping,
  24447. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24448. CubeUVRefractionMapping: CubeUVRefractionMapping
  24449. };
  24450. var TEXTURE_WRAPPING = {
  24451. RepeatWrapping: RepeatWrapping,
  24452. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24453. MirroredRepeatWrapping: MirroredRepeatWrapping
  24454. };
  24455. var TEXTURE_FILTER = {
  24456. NearestFilter: NearestFilter,
  24457. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24458. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24459. LinearFilter: LinearFilter,
  24460. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24461. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24462. };
  24463. /**
  24464. * @author thespite / http://clicktorelease.com/
  24465. */
  24466. function ImageBitmapLoader( manager ) {
  24467. if ( typeof createImageBitmap === 'undefined' ) {
  24468. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24469. }
  24470. if ( typeof fetch === 'undefined' ) {
  24471. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24472. }
  24473. Loader.call( this, manager );
  24474. this.options = undefined;
  24475. }
  24476. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24477. constructor: ImageBitmapLoader,
  24478. setOptions: function setOptions( options ) {
  24479. this.options = options;
  24480. return this;
  24481. },
  24482. load: function ( url, onLoad, onProgress, onError ) {
  24483. if ( url === undefined ) { url = ''; }
  24484. if ( this.path !== undefined ) { url = this.path + url; }
  24485. url = this.manager.resolveURL( url );
  24486. var scope = this;
  24487. var cached = Cache.get( url );
  24488. if ( cached !== undefined ) {
  24489. scope.manager.itemStart( url );
  24490. setTimeout( function () {
  24491. if ( onLoad ) { onLoad( cached ); }
  24492. scope.manager.itemEnd( url );
  24493. }, 0 );
  24494. return cached;
  24495. }
  24496. fetch( url ).then( function ( res ) {
  24497. return res.blob();
  24498. } ).then( function ( blob ) {
  24499. if ( scope.options === undefined ) {
  24500. // Workaround for FireFox. It causes an error if you pass options.
  24501. return createImageBitmap( blob );
  24502. } else {
  24503. return createImageBitmap( blob, scope.options );
  24504. }
  24505. } ).then( function ( imageBitmap ) {
  24506. Cache.add( url, imageBitmap );
  24507. if ( onLoad ) { onLoad( imageBitmap ); }
  24508. scope.manager.itemEnd( url );
  24509. } ).catch( function ( e ) {
  24510. if ( onError ) { onError( e ); }
  24511. scope.manager.itemError( url );
  24512. scope.manager.itemEnd( url );
  24513. } );
  24514. scope.manager.itemStart( url );
  24515. }
  24516. } );
  24517. /**
  24518. * @author zz85 / http://www.lab4games.net/zz85/blog
  24519. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24520. **/
  24521. function ShapePath() {
  24522. this.type = 'ShapePath';
  24523. this.color = new Color();
  24524. this.subPaths = [];
  24525. this.currentPath = null;
  24526. }
  24527. Object.assign( ShapePath.prototype, {
  24528. moveTo: function ( x, y ) {
  24529. this.currentPath = new Path();
  24530. this.subPaths.push( this.currentPath );
  24531. this.currentPath.moveTo( x, y );
  24532. return this;
  24533. },
  24534. lineTo: function ( x, y ) {
  24535. this.currentPath.lineTo( x, y );
  24536. return this;
  24537. },
  24538. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24539. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24540. return this;
  24541. },
  24542. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24543. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24544. return this;
  24545. },
  24546. splineThru: function ( pts ) {
  24547. this.currentPath.splineThru( pts );
  24548. return this;
  24549. },
  24550. toShapes: function ( isCCW, noHoles ) {
  24551. function toShapesNoHoles( inSubpaths ) {
  24552. var shapes = [];
  24553. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24554. var tmpPath = inSubpaths[ i ];
  24555. var tmpShape = new Shape();
  24556. tmpShape.curves = tmpPath.curves;
  24557. shapes.push( tmpShape );
  24558. }
  24559. return shapes;
  24560. }
  24561. function isPointInsidePolygon( inPt, inPolygon ) {
  24562. var polyLen = inPolygon.length;
  24563. // inPt on polygon contour => immediate success or
  24564. // toggling of inside/outside at every single! intersection point of an edge
  24565. // with the horizontal line through inPt, left of inPt
  24566. // not counting lowerY endpoints of edges and whole edges on that line
  24567. var inside = false;
  24568. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24569. var edgeLowPt = inPolygon[ p ];
  24570. var edgeHighPt = inPolygon[ q ];
  24571. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24572. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24573. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24574. // not parallel
  24575. if ( edgeDy < 0 ) {
  24576. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24577. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24578. }
  24579. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24580. if ( inPt.y === edgeLowPt.y ) {
  24581. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24582. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24583. } else {
  24584. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24585. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24586. if ( perpEdge < 0 ) { continue; }
  24587. inside = ! inside; // true intersection left of inPt
  24588. }
  24589. } else {
  24590. // parallel or collinear
  24591. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24592. // edge lies on the same horizontal line as inPt
  24593. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24594. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24595. // continue;
  24596. }
  24597. }
  24598. return inside;
  24599. }
  24600. var isClockWise = ShapeUtils.isClockWise;
  24601. var subPaths = this.subPaths;
  24602. if ( subPaths.length === 0 ) { return []; }
  24603. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24604. var solid, tmpPath, tmpShape, shapes = [];
  24605. if ( subPaths.length === 1 ) {
  24606. tmpPath = subPaths[ 0 ];
  24607. tmpShape = new Shape();
  24608. tmpShape.curves = tmpPath.curves;
  24609. shapes.push( tmpShape );
  24610. return shapes;
  24611. }
  24612. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24613. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24614. // console.log("Holes first", holesFirst);
  24615. var betterShapeHoles = [];
  24616. var newShapes = [];
  24617. var newShapeHoles = [];
  24618. var mainIdx = 0;
  24619. var tmpPoints;
  24620. newShapes[ mainIdx ] = undefined;
  24621. newShapeHoles[ mainIdx ] = [];
  24622. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24623. tmpPath = subPaths[ i ];
  24624. tmpPoints = tmpPath.getPoints();
  24625. solid = isClockWise( tmpPoints );
  24626. solid = isCCW ? ! solid : solid;
  24627. if ( solid ) {
  24628. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24629. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24630. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24631. if ( holesFirst ) { mainIdx ++; }
  24632. newShapeHoles[ mainIdx ] = [];
  24633. //console.log('cw', i);
  24634. } else {
  24635. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24636. //console.log('ccw', i);
  24637. }
  24638. }
  24639. // only Holes? -> probably all Shapes with wrong orientation
  24640. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24641. if ( newShapes.length > 1 ) {
  24642. var ambiguous = false;
  24643. var toChange = [];
  24644. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24645. betterShapeHoles[ sIdx ] = [];
  24646. }
  24647. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24648. var sho = newShapeHoles[ sIdx ];
  24649. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24650. var ho = sho[ hIdx ];
  24651. var hole_unassigned = true;
  24652. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24653. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24654. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24655. if ( hole_unassigned ) {
  24656. hole_unassigned = false;
  24657. betterShapeHoles[ s2Idx ].push( ho );
  24658. } else {
  24659. ambiguous = true;
  24660. }
  24661. }
  24662. }
  24663. if ( hole_unassigned ) {
  24664. betterShapeHoles[ sIdx ].push( ho );
  24665. }
  24666. }
  24667. }
  24668. // console.log("ambiguous: ", ambiguous);
  24669. if ( toChange.length > 0 ) {
  24670. // console.log("to change: ", toChange);
  24671. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24672. }
  24673. }
  24674. var tmpHoles;
  24675. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24676. tmpShape = newShapes[ i ].s;
  24677. shapes.push( tmpShape );
  24678. tmpHoles = newShapeHoles[ i ];
  24679. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24680. tmpShape.holes.push( tmpHoles[ j ].h );
  24681. }
  24682. }
  24683. //console.log("shape", shapes);
  24684. return shapes;
  24685. }
  24686. } );
  24687. /**
  24688. * @author zz85 / http://www.lab4games.net/zz85/blog
  24689. * @author mrdoob / http://mrdoob.com/
  24690. */
  24691. function Font( data ) {
  24692. this.type = 'Font';
  24693. this.data = data;
  24694. }
  24695. Object.assign( Font.prototype, {
  24696. isFont: true,
  24697. generateShapes: function ( text, size ) {
  24698. if ( size === undefined ) { size = 100; }
  24699. var shapes = [];
  24700. var paths = createPaths( text, size, this.data );
  24701. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24702. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24703. }
  24704. return shapes;
  24705. }
  24706. } );
  24707. function createPaths( text, size, data ) {
  24708. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24709. var scale = size / data.resolution;
  24710. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24711. var paths = [];
  24712. var offsetX = 0, offsetY = 0;
  24713. for ( var i = 0; i < chars.length; i ++ ) {
  24714. var char = chars[ i ];
  24715. if ( char === '\n' ) {
  24716. offsetX = 0;
  24717. offsetY -= line_height;
  24718. } else {
  24719. var ret = createPath( char, scale, offsetX, offsetY, data );
  24720. offsetX += ret.offsetX;
  24721. paths.push( ret.path );
  24722. }
  24723. }
  24724. return paths;
  24725. }
  24726. function createPath( char, scale, offsetX, offsetY, data ) {
  24727. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24728. if ( ! glyph ) {
  24729. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24730. return;
  24731. }
  24732. var path = new ShapePath();
  24733. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24734. if ( glyph.o ) {
  24735. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24736. for ( var i = 0, l = outline.length; i < l; ) {
  24737. var action = outline[ i ++ ];
  24738. switch ( action ) {
  24739. case 'm': // moveTo
  24740. x = outline[ i ++ ] * scale + offsetX;
  24741. y = outline[ i ++ ] * scale + offsetY;
  24742. path.moveTo( x, y );
  24743. break;
  24744. case 'l': // lineTo
  24745. x = outline[ i ++ ] * scale + offsetX;
  24746. y = outline[ i ++ ] * scale + offsetY;
  24747. path.lineTo( x, y );
  24748. break;
  24749. case 'q': // quadraticCurveTo
  24750. cpx = outline[ i ++ ] * scale + offsetX;
  24751. cpy = outline[ i ++ ] * scale + offsetY;
  24752. cpx1 = outline[ i ++ ] * scale + offsetX;
  24753. cpy1 = outline[ i ++ ] * scale + offsetY;
  24754. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24755. break;
  24756. case 'b': // bezierCurveTo
  24757. cpx = outline[ i ++ ] * scale + offsetX;
  24758. cpy = outline[ i ++ ] * scale + offsetY;
  24759. cpx1 = outline[ i ++ ] * scale + offsetX;
  24760. cpy1 = outline[ i ++ ] * scale + offsetY;
  24761. cpx2 = outline[ i ++ ] * scale + offsetX;
  24762. cpy2 = outline[ i ++ ] * scale + offsetY;
  24763. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24764. break;
  24765. }
  24766. }
  24767. }
  24768. return { offsetX: glyph.ha * scale, path: path };
  24769. }
  24770. /**
  24771. * @author mrdoob / http://mrdoob.com/
  24772. */
  24773. function FontLoader( manager ) {
  24774. Loader.call( this, manager );
  24775. }
  24776. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24777. constructor: FontLoader,
  24778. load: function ( url, onLoad, onProgress, onError ) {
  24779. var scope = this;
  24780. var loader = new FileLoader( this.manager );
  24781. loader.setPath( this.path );
  24782. loader.load( url, function ( text ) {
  24783. var json;
  24784. try {
  24785. json = JSON.parse( text );
  24786. } catch ( e ) {
  24787. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24788. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24789. }
  24790. var font = scope.parse( json );
  24791. if ( onLoad ) { onLoad( font ); }
  24792. }, onProgress, onError );
  24793. },
  24794. parse: function ( json ) {
  24795. return new Font( json );
  24796. }
  24797. } );
  24798. /**
  24799. * @author mrdoob / http://mrdoob.com/
  24800. */
  24801. var _context;
  24802. var AudioContext = {
  24803. getContext: function () {
  24804. if ( _context === undefined ) {
  24805. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24806. }
  24807. return _context;
  24808. },
  24809. setContext: function ( value ) {
  24810. _context = value;
  24811. }
  24812. };
  24813. /**
  24814. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24815. */
  24816. function AudioLoader( manager ) {
  24817. Loader.call( this, manager );
  24818. }
  24819. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24820. constructor: AudioLoader,
  24821. load: function ( url, onLoad, onProgress, onError ) {
  24822. var loader = new FileLoader( this.manager );
  24823. loader.setResponseType( 'arraybuffer' );
  24824. loader.setPath( this.path );
  24825. loader.load( url, function ( buffer ) {
  24826. // Create a copy of the buffer. The `decodeAudioData` method
  24827. // detaches the buffer when complete, preventing reuse.
  24828. var bufferCopy = buffer.slice( 0 );
  24829. var context = AudioContext.getContext();
  24830. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24831. onLoad( audioBuffer );
  24832. } );
  24833. }, onProgress, onError );
  24834. }
  24835. } );
  24836. /**
  24837. * @author bhouston / http://clara.io
  24838. * @author WestLangley / http://github.com/WestLangley
  24839. *
  24840. * Primary reference:
  24841. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24842. *
  24843. * Secondary reference:
  24844. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24845. */
  24846. // 3-band SH defined by 9 coefficients
  24847. function SphericalHarmonics3() {
  24848. this.coefficients = [];
  24849. for ( var i = 0; i < 9; i ++ ) {
  24850. this.coefficients.push( new Vector3() );
  24851. }
  24852. }
  24853. Object.assign( SphericalHarmonics3.prototype, {
  24854. isSphericalHarmonics3: true,
  24855. set: function ( coefficients ) {
  24856. for ( var i = 0; i < 9; i ++ ) {
  24857. this.coefficients[ i ].copy( coefficients[ i ] );
  24858. }
  24859. return this;
  24860. },
  24861. zero: function () {
  24862. for ( var i = 0; i < 9; i ++ ) {
  24863. this.coefficients[ i ].set( 0, 0, 0 );
  24864. }
  24865. return this;
  24866. },
  24867. // get the radiance in the direction of the normal
  24868. // target is a Vector3
  24869. getAt: function ( normal, target ) {
  24870. // normal is assumed to be unit length
  24871. var x = normal.x, y = normal.y, z = normal.z;
  24872. var coeff = this.coefficients;
  24873. // band 0
  24874. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24875. // band 1
  24876. target.addScale( coeff[ 1 ], 0.488603 * y );
  24877. target.addScale( coeff[ 2 ], 0.488603 * z );
  24878. target.addScale( coeff[ 3 ], 0.488603 * x );
  24879. // band 2
  24880. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24881. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24882. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24883. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24884. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24885. return target;
  24886. },
  24887. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24888. // target is a Vector3
  24889. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24890. getIrradianceAt: function ( normal, target ) {
  24891. // normal is assumed to be unit length
  24892. var x = normal.x, y = normal.y, z = normal.z;
  24893. var coeff = this.coefficients;
  24894. // band 0
  24895. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24896. // band 1
  24897. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24898. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24899. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24900. // band 2
  24901. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24902. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24903. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24904. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24905. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24906. return target;
  24907. },
  24908. add: function ( sh ) {
  24909. for ( var i = 0; i < 9; i ++ ) {
  24910. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24911. }
  24912. return this;
  24913. },
  24914. scale: function ( s ) {
  24915. for ( var i = 0; i < 9; i ++ ) {
  24916. this.coefficients[ i ].multiplyScalar( s );
  24917. }
  24918. return this;
  24919. },
  24920. lerp: function ( sh, alpha ) {
  24921. for ( var i = 0; i < 9; i ++ ) {
  24922. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24923. }
  24924. return this;
  24925. },
  24926. equals: function ( sh ) {
  24927. for ( var i = 0; i < 9; i ++ ) {
  24928. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24929. return false;
  24930. }
  24931. }
  24932. return true;
  24933. },
  24934. copy: function ( sh ) {
  24935. return this.set( sh.coefficients );
  24936. },
  24937. clone: function () {
  24938. return new this.constructor().copy( this );
  24939. },
  24940. fromArray: function ( array, offset ) {
  24941. if ( offset === undefined ) { offset = 0; }
  24942. var coefficients = this.coefficients;
  24943. for ( var i = 0; i < 9; i ++ ) {
  24944. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24945. }
  24946. return this;
  24947. },
  24948. toArray: function ( array, offset ) {
  24949. if ( array === undefined ) { array = []; }
  24950. if ( offset === undefined ) { offset = 0; }
  24951. var coefficients = this.coefficients;
  24952. for ( var i = 0; i < 9; i ++ ) {
  24953. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24954. }
  24955. return array;
  24956. }
  24957. } );
  24958. Object.assign( SphericalHarmonics3, {
  24959. // evaluate the basis functions
  24960. // shBasis is an Array[ 9 ]
  24961. getBasisAt: function ( normal, shBasis ) {
  24962. // normal is assumed to be unit length
  24963. var x = normal.x, y = normal.y, z = normal.z;
  24964. // band 0
  24965. shBasis[ 0 ] = 0.282095;
  24966. // band 1
  24967. shBasis[ 1 ] = 0.488603 * y;
  24968. shBasis[ 2 ] = 0.488603 * z;
  24969. shBasis[ 3 ] = 0.488603 * x;
  24970. // band 2
  24971. shBasis[ 4 ] = 1.092548 * x * y;
  24972. shBasis[ 5 ] = 1.092548 * y * z;
  24973. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24974. shBasis[ 7 ] = 1.092548 * x * z;
  24975. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24976. }
  24977. } );
  24978. /**
  24979. * @author WestLangley / http://github.com/WestLangley
  24980. *
  24981. * A LightProbe is a source of indirect-diffuse light
  24982. */
  24983. function LightProbe( sh, intensity ) {
  24984. Light.call( this, undefined, intensity );
  24985. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24986. }
  24987. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24988. constructor: LightProbe,
  24989. isLightProbe: true,
  24990. copy: function ( source ) {
  24991. Light.prototype.copy.call( this, source );
  24992. this.sh.copy( source.sh );
  24993. this.intensity = source.intensity;
  24994. return this;
  24995. },
  24996. toJSON: function ( meta ) {
  24997. var data = Light.prototype.toJSON.call( this, meta );
  24998. // data.sh = this.sh.toArray(); // todo
  24999. return data;
  25000. }
  25001. } );
  25002. /**
  25003. * @author WestLangley / http://github.com/WestLangley
  25004. */
  25005. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25006. LightProbe.call( this, undefined, intensity );
  25007. var color1 = new Color().set( skyColor );
  25008. var color2 = new Color().set( groundColor );
  25009. var sky = new Vector3( color1.r, color1.g, color1.b );
  25010. var ground = new Vector3( color2.r, color2.g, color2.b );
  25011. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25012. var c0 = Math.sqrt( Math.PI );
  25013. var c1 = c0 * Math.sqrt( 0.75 );
  25014. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25015. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25016. }
  25017. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25018. constructor: HemisphereLightProbe,
  25019. isHemisphereLightProbe: true,
  25020. copy: function ( source ) { // modifying colors not currently supported
  25021. LightProbe.prototype.copy.call( this, source );
  25022. return this;
  25023. },
  25024. toJSON: function ( meta ) {
  25025. var data = LightProbe.prototype.toJSON.call( this, meta );
  25026. // data.sh = this.sh.toArray(); // todo
  25027. return data;
  25028. }
  25029. } );
  25030. /**
  25031. * @author WestLangley / http://github.com/WestLangley
  25032. */
  25033. function AmbientLightProbe( color, intensity ) {
  25034. LightProbe.call( this, undefined, intensity );
  25035. var color1 = new Color().set( color );
  25036. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25037. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25038. }
  25039. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25040. constructor: AmbientLightProbe,
  25041. isAmbientLightProbe: true,
  25042. copy: function ( source ) { // modifying color not currently supported
  25043. LightProbe.prototype.copy.call( this, source );
  25044. return this;
  25045. },
  25046. toJSON: function ( meta ) {
  25047. var data = LightProbe.prototype.toJSON.call( this, meta );
  25048. // data.sh = this.sh.toArray(); // todo
  25049. return data;
  25050. }
  25051. } );
  25052. var _eyeRight = new Matrix4();
  25053. var _eyeLeft = new Matrix4();
  25054. /**
  25055. * @author mrdoob / http://mrdoob.com/
  25056. */
  25057. function StereoCamera() {
  25058. this.type = 'StereoCamera';
  25059. this.aspect = 1;
  25060. this.eyeSep = 0.064;
  25061. this.cameraL = new PerspectiveCamera();
  25062. this.cameraL.layers.enable( 1 );
  25063. this.cameraL.matrixAutoUpdate = false;
  25064. this.cameraR = new PerspectiveCamera();
  25065. this.cameraR.layers.enable( 2 );
  25066. this.cameraR.matrixAutoUpdate = false;
  25067. this._cache = {
  25068. focus: null,
  25069. fov: null,
  25070. aspect: null,
  25071. near: null,
  25072. far: null,
  25073. zoom: null,
  25074. eyeSep: null
  25075. };
  25076. }
  25077. Object.assign( StereoCamera.prototype, {
  25078. update: function ( camera ) {
  25079. var cache = this._cache;
  25080. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25081. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25082. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25083. if ( needsUpdate ) {
  25084. cache.focus = camera.focus;
  25085. cache.fov = camera.fov;
  25086. cache.aspect = camera.aspect * this.aspect;
  25087. cache.near = camera.near;
  25088. cache.far = camera.far;
  25089. cache.zoom = camera.zoom;
  25090. cache.eyeSep = this.eyeSep;
  25091. // Off-axis stereoscopic effect based on
  25092. // http://paulbourke.net/stereographics/stereorender/
  25093. var projectionMatrix = camera.projectionMatrix.clone();
  25094. var eyeSepHalf = cache.eyeSep / 2;
  25095. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25096. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25097. var xmin, xmax;
  25098. // translate xOffset
  25099. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25100. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25101. // for left eye
  25102. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25103. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25104. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25105. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25106. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25107. // for right eye
  25108. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25109. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25110. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25111. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25112. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25113. }
  25114. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25115. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25116. }
  25117. } );
  25118. /**
  25119. * @author alteredq / http://alteredqualia.com/
  25120. */
  25121. function Clock( autoStart ) {
  25122. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25123. this.startTime = 0;
  25124. this.oldTime = 0;
  25125. this.elapsedTime = 0;
  25126. this.running = false;
  25127. }
  25128. Object.assign( Clock.prototype, {
  25129. start: function () {
  25130. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25131. this.oldTime = this.startTime;
  25132. this.elapsedTime = 0;
  25133. this.running = true;
  25134. },
  25135. stop: function () {
  25136. this.getElapsedTime();
  25137. this.running = false;
  25138. this.autoStart = false;
  25139. },
  25140. getElapsedTime: function () {
  25141. this.getDelta();
  25142. return this.elapsedTime;
  25143. },
  25144. getDelta: function () {
  25145. var diff = 0;
  25146. if ( this.autoStart && ! this.running ) {
  25147. this.start();
  25148. return 0;
  25149. }
  25150. if ( this.running ) {
  25151. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25152. diff = ( newTime - this.oldTime ) / 1000;
  25153. this.oldTime = newTime;
  25154. this.elapsedTime += diff;
  25155. }
  25156. return diff;
  25157. }
  25158. } );
  25159. /**
  25160. * @author mrdoob / http://mrdoob.com/
  25161. */
  25162. var _position$2 = new Vector3();
  25163. var _quaternion$3 = new Quaternion();
  25164. var _scale$1 = new Vector3();
  25165. var _orientation = new Vector3();
  25166. function AudioListener() {
  25167. Object3D.call( this );
  25168. this.type = 'AudioListener';
  25169. this.context = AudioContext.getContext();
  25170. this.gain = this.context.createGain();
  25171. this.gain.connect( this.context.destination );
  25172. this.filter = null;
  25173. this.timeDelta = 0;
  25174. // private
  25175. this._clock = new Clock();
  25176. }
  25177. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25178. constructor: AudioListener,
  25179. getInput: function () {
  25180. return this.gain;
  25181. },
  25182. removeFilter: function ( ) {
  25183. if ( this.filter !== null ) {
  25184. this.gain.disconnect( this.filter );
  25185. this.filter.disconnect( this.context.destination );
  25186. this.gain.connect( this.context.destination );
  25187. this.filter = null;
  25188. }
  25189. return this;
  25190. },
  25191. getFilter: function () {
  25192. return this.filter;
  25193. },
  25194. setFilter: function ( value ) {
  25195. if ( this.filter !== null ) {
  25196. this.gain.disconnect( this.filter );
  25197. this.filter.disconnect( this.context.destination );
  25198. } else {
  25199. this.gain.disconnect( this.context.destination );
  25200. }
  25201. this.filter = value;
  25202. this.gain.connect( this.filter );
  25203. this.filter.connect( this.context.destination );
  25204. return this;
  25205. },
  25206. getMasterVolume: function () {
  25207. return this.gain.gain.value;
  25208. },
  25209. setMasterVolume: function ( value ) {
  25210. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25211. return this;
  25212. },
  25213. updateMatrixWorld: function ( force ) {
  25214. Object3D.prototype.updateMatrixWorld.call( this, force );
  25215. var listener = this.context.listener;
  25216. var up = this.up;
  25217. this.timeDelta = this._clock.getDelta();
  25218. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25219. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25220. if ( listener.positionX ) {
  25221. // code path for Chrome (see #14393)
  25222. var endTime = this.context.currentTime + this.timeDelta;
  25223. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25224. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25225. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25226. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25227. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25228. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25229. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25230. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25231. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25232. } else {
  25233. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25234. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25235. }
  25236. }
  25237. } );
  25238. /**
  25239. * @author mrdoob / http://mrdoob.com/
  25240. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25241. */
  25242. function Audio( listener ) {
  25243. Object3D.call( this );
  25244. this.type = 'Audio';
  25245. this.listener = listener;
  25246. this.context = listener.context;
  25247. this.gain = this.context.createGain();
  25248. this.gain.connect( listener.getInput() );
  25249. this.autoplay = false;
  25250. this.buffer = null;
  25251. this.detune = 0;
  25252. this.loop = false;
  25253. this.loopStart = 0;
  25254. this.loopEnd = 0;
  25255. this.offset = 0;
  25256. this.duration = undefined;
  25257. this.playbackRate = 1;
  25258. this.isPlaying = false;
  25259. this.hasPlaybackControl = true;
  25260. this.sourceType = 'empty';
  25261. this._startedAt = 0;
  25262. this._pausedAt = 0;
  25263. this.filters = [];
  25264. }
  25265. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25266. constructor: Audio,
  25267. getOutput: function () {
  25268. return this.gain;
  25269. },
  25270. setNodeSource: function ( audioNode ) {
  25271. this.hasPlaybackControl = false;
  25272. this.sourceType = 'audioNode';
  25273. this.source = audioNode;
  25274. this.connect();
  25275. return this;
  25276. },
  25277. setMediaElementSource: function ( mediaElement ) {
  25278. this.hasPlaybackControl = false;
  25279. this.sourceType = 'mediaNode';
  25280. this.source = this.context.createMediaElementSource( mediaElement );
  25281. this.connect();
  25282. return this;
  25283. },
  25284. setMediaStreamSource: function ( mediaStream ) {
  25285. this.hasPlaybackControl = false;
  25286. this.sourceType = 'mediaStreamNode';
  25287. this.source = this.context.createMediaStreamSource( mediaStream );
  25288. this.connect();
  25289. return this;
  25290. },
  25291. setBuffer: function ( audioBuffer ) {
  25292. this.buffer = audioBuffer;
  25293. this.sourceType = 'buffer';
  25294. if ( this.autoplay ) { this.play(); }
  25295. return this;
  25296. },
  25297. play: function ( delay ) {
  25298. if ( delay === undefined ) { delay = 0; }
  25299. if ( this.isPlaying === true ) {
  25300. console.warn( 'THREE.Audio: Audio is already playing.' );
  25301. return;
  25302. }
  25303. if ( this.hasPlaybackControl === false ) {
  25304. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25305. return;
  25306. }
  25307. this._startedAt = this.context.currentTime + delay;
  25308. var source = this.context.createBufferSource();
  25309. source.buffer = this.buffer;
  25310. source.loop = this.loop;
  25311. source.loopStart = this.loopStart;
  25312. source.loopEnd = this.loopEnd;
  25313. source.onended = this.onEnded.bind( this );
  25314. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25315. this.isPlaying = true;
  25316. this.source = source;
  25317. this.setDetune( this.detune );
  25318. this.setPlaybackRate( this.playbackRate );
  25319. return this.connect();
  25320. },
  25321. pause: function () {
  25322. if ( this.hasPlaybackControl === false ) {
  25323. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25324. return;
  25325. }
  25326. if ( this.isPlaying === true ) {
  25327. this._pausedAt = ( this.context.currentTime - this._startedAt ) * this.playbackRate;
  25328. this.source.stop();
  25329. this.source.onended = null;
  25330. this.isPlaying = false;
  25331. }
  25332. return this;
  25333. },
  25334. stop: function () {
  25335. if ( this.hasPlaybackControl === false ) {
  25336. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25337. return;
  25338. }
  25339. this._pausedAt = 0;
  25340. this.source.stop();
  25341. this.source.onended = null;
  25342. this.isPlaying = false;
  25343. return this;
  25344. },
  25345. connect: function () {
  25346. if ( this.filters.length > 0 ) {
  25347. this.source.connect( this.filters[ 0 ] );
  25348. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25349. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25350. }
  25351. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25352. } else {
  25353. this.source.connect( this.getOutput() );
  25354. }
  25355. return this;
  25356. },
  25357. disconnect: function () {
  25358. if ( this.filters.length > 0 ) {
  25359. this.source.disconnect( this.filters[ 0 ] );
  25360. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25361. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25362. }
  25363. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25364. } else {
  25365. this.source.disconnect( this.getOutput() );
  25366. }
  25367. return this;
  25368. },
  25369. getFilters: function () {
  25370. return this.filters;
  25371. },
  25372. setFilters: function ( value ) {
  25373. if ( ! value ) { value = []; }
  25374. if ( this.isPlaying === true ) {
  25375. this.disconnect();
  25376. this.filters = value;
  25377. this.connect();
  25378. } else {
  25379. this.filters = value;
  25380. }
  25381. return this;
  25382. },
  25383. setDetune: function ( value ) {
  25384. this.detune = value;
  25385. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25386. if ( this.isPlaying === true ) {
  25387. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25388. }
  25389. return this;
  25390. },
  25391. getDetune: function () {
  25392. return this.detune;
  25393. },
  25394. getFilter: function () {
  25395. return this.getFilters()[ 0 ];
  25396. },
  25397. setFilter: function ( filter ) {
  25398. return this.setFilters( filter ? [ filter ] : [] );
  25399. },
  25400. setPlaybackRate: function ( value ) {
  25401. if ( this.hasPlaybackControl === false ) {
  25402. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25403. return;
  25404. }
  25405. this.playbackRate = value;
  25406. if ( this.isPlaying === true ) {
  25407. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25408. }
  25409. return this;
  25410. },
  25411. getPlaybackRate: function () {
  25412. return this.playbackRate;
  25413. },
  25414. onEnded: function () {
  25415. this.isPlaying = false;
  25416. },
  25417. getLoop: function () {
  25418. if ( this.hasPlaybackControl === false ) {
  25419. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25420. return false;
  25421. }
  25422. return this.loop;
  25423. },
  25424. setLoop: function ( value ) {
  25425. if ( this.hasPlaybackControl === false ) {
  25426. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25427. return;
  25428. }
  25429. this.loop = value;
  25430. if ( this.isPlaying === true ) {
  25431. this.source.loop = this.loop;
  25432. }
  25433. return this;
  25434. },
  25435. setLoopStart: function ( value ) {
  25436. this.loopStart = value;
  25437. return this;
  25438. },
  25439. setLoopEnd: function ( value ) {
  25440. this.loopEnd = value;
  25441. return this;
  25442. },
  25443. getVolume: function () {
  25444. return this.gain.gain.value;
  25445. },
  25446. setVolume: function ( value ) {
  25447. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25448. return this;
  25449. }
  25450. } );
  25451. /**
  25452. * @author mrdoob / http://mrdoob.com/
  25453. */
  25454. var _position$3 = new Vector3();
  25455. var _quaternion$4 = new Quaternion();
  25456. var _scale$2 = new Vector3();
  25457. var _orientation$1 = new Vector3();
  25458. function PositionalAudio( listener ) {
  25459. Audio.call( this, listener );
  25460. this.panner = this.context.createPanner();
  25461. this.panner.panningModel = 'HRTF';
  25462. this.panner.connect( this.gain );
  25463. }
  25464. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25465. constructor: PositionalAudio,
  25466. getOutput: function () {
  25467. return this.panner;
  25468. },
  25469. getRefDistance: function () {
  25470. return this.panner.refDistance;
  25471. },
  25472. setRefDistance: function ( value ) {
  25473. this.panner.refDistance = value;
  25474. return this;
  25475. },
  25476. getRolloffFactor: function () {
  25477. return this.panner.rolloffFactor;
  25478. },
  25479. setRolloffFactor: function ( value ) {
  25480. this.panner.rolloffFactor = value;
  25481. return this;
  25482. },
  25483. getDistanceModel: function () {
  25484. return this.panner.distanceModel;
  25485. },
  25486. setDistanceModel: function ( value ) {
  25487. this.panner.distanceModel = value;
  25488. return this;
  25489. },
  25490. getMaxDistance: function () {
  25491. return this.panner.maxDistance;
  25492. },
  25493. setMaxDistance: function ( value ) {
  25494. this.panner.maxDistance = value;
  25495. return this;
  25496. },
  25497. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25498. this.panner.coneInnerAngle = coneInnerAngle;
  25499. this.panner.coneOuterAngle = coneOuterAngle;
  25500. this.panner.coneOuterGain = coneOuterGain;
  25501. return this;
  25502. },
  25503. updateMatrixWorld: function ( force ) {
  25504. Object3D.prototype.updateMatrixWorld.call( this, force );
  25505. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25506. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25507. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25508. var panner = this.panner;
  25509. if ( panner.positionX ) {
  25510. // code path for Chrome and Firefox (see #14393)
  25511. var endTime = this.context.currentTime + this.listener.timeDelta;
  25512. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25513. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25514. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25515. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25516. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25517. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25518. } else {
  25519. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25520. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25521. }
  25522. }
  25523. } );
  25524. /**
  25525. * @author mrdoob / http://mrdoob.com/
  25526. */
  25527. function AudioAnalyser( audio, fftSize ) {
  25528. this.analyser = audio.context.createAnalyser();
  25529. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25530. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25531. audio.getOutput().connect( this.analyser );
  25532. }
  25533. Object.assign( AudioAnalyser.prototype, {
  25534. getFrequencyData: function () {
  25535. this.analyser.getByteFrequencyData( this.data );
  25536. return this.data;
  25537. },
  25538. getAverageFrequency: function () {
  25539. var value = 0, data = this.getFrequencyData();
  25540. for ( var i = 0; i < data.length; i ++ ) {
  25541. value += data[ i ];
  25542. }
  25543. return value / data.length;
  25544. }
  25545. } );
  25546. /**
  25547. *
  25548. * Buffered scene graph property that allows weighted accumulation.
  25549. *
  25550. *
  25551. * @author Ben Houston / http://clara.io/
  25552. * @author David Sarno / http://lighthaus.us/
  25553. * @author tschw
  25554. */
  25555. function PropertyMixer( binding, typeName, valueSize ) {
  25556. this.binding = binding;
  25557. this.valueSize = valueSize;
  25558. var bufferType = Float64Array,
  25559. mixFunction;
  25560. switch ( typeName ) {
  25561. case 'quaternion':
  25562. mixFunction = this._slerp;
  25563. break;
  25564. case 'string':
  25565. case 'bool':
  25566. bufferType = Array;
  25567. mixFunction = this._select;
  25568. break;
  25569. default:
  25570. mixFunction = this._lerp;
  25571. }
  25572. this.buffer = new bufferType( valueSize * 4 );
  25573. // layout: [ incoming | accu0 | accu1 | orig ]
  25574. //
  25575. // interpolators can use .buffer as their .result
  25576. // the data then goes to 'incoming'
  25577. //
  25578. // 'accu0' and 'accu1' are used frame-interleaved for
  25579. // the cumulative result and are compared to detect
  25580. // changes
  25581. //
  25582. // 'orig' stores the original state of the property
  25583. this._mixBufferRegion = mixFunction;
  25584. this.cumulativeWeight = 0;
  25585. this.useCount = 0;
  25586. this.referenceCount = 0;
  25587. }
  25588. Object.assign( PropertyMixer.prototype, {
  25589. // accumulate data in the 'incoming' region into 'accu<i>'
  25590. accumulate: function ( accuIndex, weight ) {
  25591. // note: happily accumulating nothing when weight = 0, the caller knows
  25592. // the weight and shouldn't have made the call in the first place
  25593. var buffer = this.buffer,
  25594. stride = this.valueSize,
  25595. offset = accuIndex * stride + stride,
  25596. currentWeight = this.cumulativeWeight;
  25597. if ( currentWeight === 0 ) {
  25598. // accuN := incoming * weight
  25599. for ( var i = 0; i !== stride; ++ i ) {
  25600. buffer[ offset + i ] = buffer[ i ];
  25601. }
  25602. currentWeight = weight;
  25603. } else {
  25604. // accuN := accuN + incoming * weight
  25605. currentWeight += weight;
  25606. var mix = weight / currentWeight;
  25607. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25608. }
  25609. this.cumulativeWeight = currentWeight;
  25610. },
  25611. // apply the state of 'accu<i>' to the binding when accus differ
  25612. apply: function ( accuIndex ) {
  25613. var stride = this.valueSize,
  25614. buffer = this.buffer,
  25615. offset = accuIndex * stride + stride,
  25616. weight = this.cumulativeWeight,
  25617. binding = this.binding;
  25618. this.cumulativeWeight = 0;
  25619. if ( weight < 1 ) {
  25620. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25621. var originalValueOffset = stride * 3;
  25622. this._mixBufferRegion(
  25623. buffer, offset, originalValueOffset, 1 - weight, stride );
  25624. }
  25625. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25626. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25627. // value has changed -> update scene graph
  25628. binding.setValue( buffer, offset );
  25629. break;
  25630. }
  25631. }
  25632. },
  25633. // remember the state of the bound property and copy it to both accus
  25634. saveOriginalState: function () {
  25635. var binding = this.binding;
  25636. var buffer = this.buffer,
  25637. stride = this.valueSize,
  25638. originalValueOffset = stride * 3;
  25639. binding.getValue( buffer, originalValueOffset );
  25640. // accu[0..1] := orig -- initially detect changes against the original
  25641. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25642. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25643. }
  25644. this.cumulativeWeight = 0;
  25645. },
  25646. // apply the state previously taken via 'saveOriginalState' to the binding
  25647. restoreOriginalState: function () {
  25648. var originalValueOffset = this.valueSize * 3;
  25649. this.binding.setValue( this.buffer, originalValueOffset );
  25650. },
  25651. // mix functions
  25652. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25653. if ( t >= 0.5 ) {
  25654. for ( var i = 0; i !== stride; ++ i ) {
  25655. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25656. }
  25657. }
  25658. },
  25659. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25660. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25661. },
  25662. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25663. var s = 1 - t;
  25664. for ( var i = 0; i !== stride; ++ i ) {
  25665. var j = dstOffset + i;
  25666. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25667. }
  25668. }
  25669. } );
  25670. /**
  25671. *
  25672. * A reference to a real property in the scene graph.
  25673. *
  25674. *
  25675. * @author Ben Houston / http://clara.io/
  25676. * @author David Sarno / http://lighthaus.us/
  25677. * @author tschw
  25678. */
  25679. // Characters [].:/ are reserved for track binding syntax.
  25680. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25681. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25682. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25683. // only latin characters, and the unicode \p{L} is not yet supported. So
  25684. // instead, we exclude reserved characters and match everything else.
  25685. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25686. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25687. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25688. // be matched to parse the rest of the track name.
  25689. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25690. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25691. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25692. // Object on target node, and accessor. May not contain reserved
  25693. // characters. Accessor may contain any character except closing bracket.
  25694. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25695. // Property and accessor. May not contain reserved characters. Accessor may
  25696. // contain any non-bracket characters.
  25697. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25698. var _trackRe = new RegExp( ''
  25699. + '^'
  25700. + _directoryRe
  25701. + _nodeRe
  25702. + _objectRe
  25703. + _propertyRe
  25704. + '$'
  25705. );
  25706. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25707. function Composite( targetGroup, path, optionalParsedPath ) {
  25708. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25709. this._targetGroup = targetGroup;
  25710. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25711. }
  25712. Object.assign( Composite.prototype, {
  25713. getValue: function ( array, offset ) {
  25714. this.bind(); // bind all binding
  25715. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25716. binding = this._bindings[ firstValidIndex ];
  25717. // and only call .getValue on the first
  25718. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25719. },
  25720. setValue: function ( array, offset ) {
  25721. var bindings = this._bindings;
  25722. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25723. bindings[ i ].setValue( array, offset );
  25724. }
  25725. },
  25726. bind: function () {
  25727. var bindings = this._bindings;
  25728. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25729. bindings[ i ].bind();
  25730. }
  25731. },
  25732. unbind: function () {
  25733. var bindings = this._bindings;
  25734. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25735. bindings[ i ].unbind();
  25736. }
  25737. }
  25738. } );
  25739. function PropertyBinding( rootNode, path, parsedPath ) {
  25740. this.path = path;
  25741. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25742. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25743. this.rootNode = rootNode;
  25744. }
  25745. Object.assign( PropertyBinding, {
  25746. Composite: Composite,
  25747. create: function ( root, path, parsedPath ) {
  25748. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25749. return new PropertyBinding( root, path, parsedPath );
  25750. } else {
  25751. return new PropertyBinding.Composite( root, path, parsedPath );
  25752. }
  25753. },
  25754. /**
  25755. * Replaces spaces with underscores and removes unsupported characters from
  25756. * node names, to ensure compatibility with parseTrackName().
  25757. *
  25758. * @param {string} name Node name to be sanitized.
  25759. * @return {string}
  25760. */
  25761. sanitizeNodeName: function ( name ) {
  25762. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25763. },
  25764. parseTrackName: function ( trackName ) {
  25765. var matches = _trackRe.exec( trackName );
  25766. if ( ! matches ) {
  25767. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25768. }
  25769. var results = {
  25770. // directoryName: matches[ 1 ], // (tschw) currently unused
  25771. nodeName: matches[ 2 ],
  25772. objectName: matches[ 3 ],
  25773. objectIndex: matches[ 4 ],
  25774. propertyName: matches[ 5 ], // required
  25775. propertyIndex: matches[ 6 ]
  25776. };
  25777. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25778. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25779. var objectName = results.nodeName.substring( lastDot + 1 );
  25780. // Object names must be checked against a whitelist. Otherwise, there
  25781. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25782. // 'bar' could be the objectName, or part of a nodeName (which can
  25783. // include '.' characters).
  25784. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25785. results.nodeName = results.nodeName.substring( 0, lastDot );
  25786. results.objectName = objectName;
  25787. }
  25788. }
  25789. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25790. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25791. }
  25792. return results;
  25793. },
  25794. findNode: function ( root, nodeName ) {
  25795. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25796. return root;
  25797. }
  25798. // search into skeleton bones.
  25799. if ( root.skeleton ) {
  25800. var bone = root.skeleton.getBoneByName( nodeName );
  25801. if ( bone !== undefined ) {
  25802. return bone;
  25803. }
  25804. }
  25805. // search into node subtree.
  25806. if ( root.children ) {
  25807. var searchNodeSubtree = function ( children ) {
  25808. for ( var i = 0; i < children.length; i ++ ) {
  25809. var childNode = children[ i ];
  25810. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25811. return childNode;
  25812. }
  25813. var result = searchNodeSubtree( childNode.children );
  25814. if ( result ) { return result; }
  25815. }
  25816. return null;
  25817. };
  25818. var subTreeNode = searchNodeSubtree( root.children );
  25819. if ( subTreeNode ) {
  25820. return subTreeNode;
  25821. }
  25822. }
  25823. return null;
  25824. }
  25825. } );
  25826. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25827. // these are used to "bind" a nonexistent property
  25828. _getValue_unavailable: function () {},
  25829. _setValue_unavailable: function () {},
  25830. BindingType: {
  25831. Direct: 0,
  25832. EntireArray: 1,
  25833. ArrayElement: 2,
  25834. HasFromToArray: 3
  25835. },
  25836. Versioning: {
  25837. None: 0,
  25838. NeedsUpdate: 1,
  25839. MatrixWorldNeedsUpdate: 2
  25840. },
  25841. GetterByBindingType: [
  25842. function getValue_direct( buffer, offset ) {
  25843. buffer[ offset ] = this.node[ this.propertyName ];
  25844. },
  25845. function getValue_array( buffer, offset ) {
  25846. var source = this.resolvedProperty;
  25847. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25848. buffer[ offset ++ ] = source[ i ];
  25849. }
  25850. },
  25851. function getValue_arrayElement( buffer, offset ) {
  25852. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25853. },
  25854. function getValue_toArray( buffer, offset ) {
  25855. this.resolvedProperty.toArray( buffer, offset );
  25856. }
  25857. ],
  25858. SetterByBindingTypeAndVersioning: [
  25859. [
  25860. // Direct
  25861. function setValue_direct( buffer, offset ) {
  25862. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25863. },
  25864. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25865. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25866. this.targetObject.needsUpdate = true;
  25867. },
  25868. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25869. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25870. this.targetObject.matrixWorldNeedsUpdate = true;
  25871. }
  25872. ], [
  25873. // EntireArray
  25874. function setValue_array( buffer, offset ) {
  25875. var dest = this.resolvedProperty;
  25876. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25877. dest[ i ] = buffer[ offset ++ ];
  25878. }
  25879. },
  25880. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25881. var dest = this.resolvedProperty;
  25882. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25883. dest[ i ] = buffer[ offset ++ ];
  25884. }
  25885. this.targetObject.needsUpdate = true;
  25886. },
  25887. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25888. var dest = this.resolvedProperty;
  25889. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25890. dest[ i ] = buffer[ offset ++ ];
  25891. }
  25892. this.targetObject.matrixWorldNeedsUpdate = true;
  25893. }
  25894. ], [
  25895. // ArrayElement
  25896. function setValue_arrayElement( buffer, offset ) {
  25897. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25898. },
  25899. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25900. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25901. this.targetObject.needsUpdate = true;
  25902. },
  25903. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25904. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25905. this.targetObject.matrixWorldNeedsUpdate = true;
  25906. }
  25907. ], [
  25908. // HasToFromArray
  25909. function setValue_fromArray( buffer, offset ) {
  25910. this.resolvedProperty.fromArray( buffer, offset );
  25911. },
  25912. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25913. this.resolvedProperty.fromArray( buffer, offset );
  25914. this.targetObject.needsUpdate = true;
  25915. },
  25916. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25917. this.resolvedProperty.fromArray( buffer, offset );
  25918. this.targetObject.matrixWorldNeedsUpdate = true;
  25919. }
  25920. ]
  25921. ],
  25922. getValue: function getValue_unbound( targetArray, offset ) {
  25923. this.bind();
  25924. this.getValue( targetArray, offset );
  25925. // Note: This class uses a State pattern on a per-method basis:
  25926. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25927. // prototype version of these methods with one that represents
  25928. // the bound state. When the property is not found, the methods
  25929. // become no-ops.
  25930. },
  25931. setValue: function getValue_unbound( sourceArray, offset ) {
  25932. this.bind();
  25933. this.setValue( sourceArray, offset );
  25934. },
  25935. // create getter / setter pair for a property in the scene graph
  25936. bind: function () {
  25937. var targetObject = this.node,
  25938. parsedPath = this.parsedPath,
  25939. objectName = parsedPath.objectName,
  25940. propertyName = parsedPath.propertyName,
  25941. propertyIndex = parsedPath.propertyIndex;
  25942. if ( ! targetObject ) {
  25943. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25944. this.node = targetObject;
  25945. }
  25946. // set fail state so we can just 'return' on error
  25947. this.getValue = this._getValue_unavailable;
  25948. this.setValue = this._setValue_unavailable;
  25949. // ensure there is a value node
  25950. if ( ! targetObject ) {
  25951. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25952. return;
  25953. }
  25954. if ( objectName ) {
  25955. var objectIndex = parsedPath.objectIndex;
  25956. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25957. switch ( objectName ) {
  25958. case 'materials':
  25959. if ( ! targetObject.material ) {
  25960. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25961. return;
  25962. }
  25963. if ( ! targetObject.material.materials ) {
  25964. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25965. return;
  25966. }
  25967. targetObject = targetObject.material.materials;
  25968. break;
  25969. case 'bones':
  25970. if ( ! targetObject.skeleton ) {
  25971. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25972. return;
  25973. }
  25974. // potential future optimization: skip this if propertyIndex is already an integer
  25975. // and convert the integer string to a true integer.
  25976. targetObject = targetObject.skeleton.bones;
  25977. // support resolving morphTarget names into indices.
  25978. for ( var i = 0; i < targetObject.length; i ++ ) {
  25979. if ( targetObject[ i ].name === objectIndex ) {
  25980. objectIndex = i;
  25981. break;
  25982. }
  25983. }
  25984. break;
  25985. default:
  25986. if ( targetObject[ objectName ] === undefined ) {
  25987. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25988. return;
  25989. }
  25990. targetObject = targetObject[ objectName ];
  25991. }
  25992. if ( objectIndex !== undefined ) {
  25993. if ( targetObject[ objectIndex ] === undefined ) {
  25994. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25995. return;
  25996. }
  25997. targetObject = targetObject[ objectIndex ];
  25998. }
  25999. }
  26000. // resolve property
  26001. var nodeProperty = targetObject[ propertyName ];
  26002. if ( nodeProperty === undefined ) {
  26003. var nodeName = parsedPath.nodeName;
  26004. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26005. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26006. return;
  26007. }
  26008. // determine versioning scheme
  26009. var versioning = this.Versioning.None;
  26010. this.targetObject = targetObject;
  26011. if ( targetObject.needsUpdate !== undefined ) { // material
  26012. versioning = this.Versioning.NeedsUpdate;
  26013. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26014. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26015. }
  26016. // determine how the property gets bound
  26017. var bindingType = this.BindingType.Direct;
  26018. if ( propertyIndex !== undefined ) {
  26019. // access a sub element of the property array (only primitives are supported right now)
  26020. if ( propertyName === "morphTargetInfluences" ) {
  26021. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26022. // support resolving morphTarget names into indices.
  26023. if ( ! targetObject.geometry ) {
  26024. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26025. return;
  26026. }
  26027. if ( targetObject.geometry.isBufferGeometry ) {
  26028. if ( ! targetObject.geometry.morphAttributes ) {
  26029. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26030. return;
  26031. }
  26032. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  26033. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  26034. propertyIndex = i;
  26035. break;
  26036. }
  26037. }
  26038. } else {
  26039. if ( ! targetObject.geometry.morphTargets ) {
  26040. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  26041. return;
  26042. }
  26043. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  26044. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  26045. propertyIndex = i;
  26046. break;
  26047. }
  26048. }
  26049. }
  26050. }
  26051. bindingType = this.BindingType.ArrayElement;
  26052. this.resolvedProperty = nodeProperty;
  26053. this.propertyIndex = propertyIndex;
  26054. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26055. // must use copy for Object3D.Euler/Quaternion
  26056. bindingType = this.BindingType.HasFromToArray;
  26057. this.resolvedProperty = nodeProperty;
  26058. } else if ( Array.isArray( nodeProperty ) ) {
  26059. bindingType = this.BindingType.EntireArray;
  26060. this.resolvedProperty = nodeProperty;
  26061. } else {
  26062. this.propertyName = propertyName;
  26063. }
  26064. // select getter / setter
  26065. this.getValue = this.GetterByBindingType[ bindingType ];
  26066. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26067. },
  26068. unbind: function () {
  26069. this.node = null;
  26070. // back to the prototype version of getValue / setValue
  26071. // note: avoiding to mutate the shape of 'this' via 'delete'
  26072. this.getValue = this._getValue_unbound;
  26073. this.setValue = this._setValue_unbound;
  26074. }
  26075. } );
  26076. //!\ DECLARE ALIAS AFTER assign prototype !
  26077. Object.assign( PropertyBinding.prototype, {
  26078. // initial state of these methods that calls 'bind'
  26079. _getValue_unbound: PropertyBinding.prototype.getValue,
  26080. _setValue_unbound: PropertyBinding.prototype.setValue,
  26081. } );
  26082. /**
  26083. *
  26084. * A group of objects that receives a shared animation state.
  26085. *
  26086. * Usage:
  26087. *
  26088. * - Add objects you would otherwise pass as 'root' to the
  26089. * constructor or the .clipAction method of AnimationMixer.
  26090. *
  26091. * - Instead pass this object as 'root'.
  26092. *
  26093. * - You can also add and remove objects later when the mixer
  26094. * is running.
  26095. *
  26096. * Note:
  26097. *
  26098. * Objects of this class appear as one object to the mixer,
  26099. * so cache control of the individual objects must be done
  26100. * on the group.
  26101. *
  26102. * Limitation:
  26103. *
  26104. * - The animated properties must be compatible among the
  26105. * all objects in the group.
  26106. *
  26107. * - A single property can either be controlled through a
  26108. * target group or directly, but not both.
  26109. *
  26110. * @author tschw
  26111. */
  26112. function AnimationObjectGroup() {
  26113. this.uuid = _Math.generateUUID();
  26114. // cached objects followed by the active ones
  26115. this._objects = Array.prototype.slice.call( arguments );
  26116. this.nCachedObjects_ = 0; // threshold
  26117. // note: read by PropertyBinding.Composite
  26118. var indices = {};
  26119. this._indicesByUUID = indices; // for bookkeeping
  26120. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26121. indices[ arguments[ i ].uuid ] = i;
  26122. }
  26123. this._paths = []; // inside: string
  26124. this._parsedPaths = []; // inside: { we don't care, here }
  26125. this._bindings = []; // inside: Array< PropertyBinding >
  26126. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26127. var scope = this;
  26128. this.stats = {
  26129. objects: {
  26130. get total() {
  26131. return scope._objects.length;
  26132. },
  26133. get inUse() {
  26134. return this.total - scope.nCachedObjects_;
  26135. }
  26136. },
  26137. get bindingsPerObject() {
  26138. return scope._bindings.length;
  26139. }
  26140. };
  26141. }
  26142. Object.assign( AnimationObjectGroup.prototype, {
  26143. isAnimationObjectGroup: true,
  26144. add: function () {
  26145. var objects = this._objects,
  26146. nObjects = objects.length,
  26147. nCachedObjects = this.nCachedObjects_,
  26148. indicesByUUID = this._indicesByUUID,
  26149. paths = this._paths,
  26150. parsedPaths = this._parsedPaths,
  26151. bindings = this._bindings,
  26152. nBindings = bindings.length,
  26153. knownObject = undefined;
  26154. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26155. var object = arguments[ i ],
  26156. uuid = object.uuid,
  26157. index = indicesByUUID[ uuid ];
  26158. if ( index === undefined ) {
  26159. // unknown object -> add it to the ACTIVE region
  26160. index = nObjects ++;
  26161. indicesByUUID[ uuid ] = index;
  26162. objects.push( object );
  26163. // accounting is done, now do the same for all bindings
  26164. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26165. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26166. }
  26167. } else if ( index < nCachedObjects ) {
  26168. knownObject = objects[ index ];
  26169. // move existing object to the ACTIVE region
  26170. var firstActiveIndex = -- nCachedObjects,
  26171. lastCachedObject = objects[ firstActiveIndex ];
  26172. indicesByUUID[ lastCachedObject.uuid ] = index;
  26173. objects[ index ] = lastCachedObject;
  26174. indicesByUUID[ uuid ] = firstActiveIndex;
  26175. objects[ firstActiveIndex ] = object;
  26176. // accounting is done, now do the same for all bindings
  26177. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26178. var bindingsForPath = bindings[ j ],
  26179. lastCached = bindingsForPath[ firstActiveIndex ],
  26180. binding = bindingsForPath[ index ];
  26181. bindingsForPath[ index ] = lastCached;
  26182. if ( binding === undefined ) {
  26183. // since we do not bother to create new bindings
  26184. // for objects that are cached, the binding may
  26185. // or may not exist
  26186. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26187. }
  26188. bindingsForPath[ firstActiveIndex ] = binding;
  26189. }
  26190. } else if ( objects[ index ] !== knownObject ) {
  26191. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26192. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26193. } // else the object is already where we want it to be
  26194. } // for arguments
  26195. this.nCachedObjects_ = nCachedObjects;
  26196. },
  26197. remove: function () {
  26198. var objects = this._objects,
  26199. nCachedObjects = this.nCachedObjects_,
  26200. indicesByUUID = this._indicesByUUID,
  26201. bindings = this._bindings,
  26202. nBindings = bindings.length;
  26203. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26204. var object = arguments[ i ],
  26205. uuid = object.uuid,
  26206. index = indicesByUUID[ uuid ];
  26207. if ( index !== undefined && index >= nCachedObjects ) {
  26208. // move existing object into the CACHED region
  26209. var lastCachedIndex = nCachedObjects ++,
  26210. firstActiveObject = objects[ lastCachedIndex ];
  26211. indicesByUUID[ firstActiveObject.uuid ] = index;
  26212. objects[ index ] = firstActiveObject;
  26213. indicesByUUID[ uuid ] = lastCachedIndex;
  26214. objects[ lastCachedIndex ] = object;
  26215. // accounting is done, now do the same for all bindings
  26216. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26217. var bindingsForPath = bindings[ j ],
  26218. firstActive = bindingsForPath[ lastCachedIndex ],
  26219. binding = bindingsForPath[ index ];
  26220. bindingsForPath[ index ] = firstActive;
  26221. bindingsForPath[ lastCachedIndex ] = binding;
  26222. }
  26223. }
  26224. } // for arguments
  26225. this.nCachedObjects_ = nCachedObjects;
  26226. },
  26227. // remove & forget
  26228. uncache: function () {
  26229. var objects = this._objects,
  26230. nObjects = objects.length,
  26231. nCachedObjects = this.nCachedObjects_,
  26232. indicesByUUID = this._indicesByUUID,
  26233. bindings = this._bindings,
  26234. nBindings = bindings.length;
  26235. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26236. var object = arguments[ i ],
  26237. uuid = object.uuid,
  26238. index = indicesByUUID[ uuid ];
  26239. if ( index !== undefined ) {
  26240. delete indicesByUUID[ uuid ];
  26241. if ( index < nCachedObjects ) {
  26242. // object is cached, shrink the CACHED region
  26243. var firstActiveIndex = -- nCachedObjects,
  26244. lastCachedObject = objects[ firstActiveIndex ],
  26245. lastIndex = -- nObjects,
  26246. lastObject = objects[ lastIndex ];
  26247. // last cached object takes this object's place
  26248. indicesByUUID[ lastCachedObject.uuid ] = index;
  26249. objects[ index ] = lastCachedObject;
  26250. // last object goes to the activated slot and pop
  26251. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26252. objects[ firstActiveIndex ] = lastObject;
  26253. objects.pop();
  26254. // accounting is done, now do the same for all bindings
  26255. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26256. var bindingsForPath = bindings[ j ],
  26257. lastCached = bindingsForPath[ firstActiveIndex ],
  26258. last = bindingsForPath[ lastIndex ];
  26259. bindingsForPath[ index ] = lastCached;
  26260. bindingsForPath[ firstActiveIndex ] = last;
  26261. bindingsForPath.pop();
  26262. }
  26263. } else {
  26264. // object is active, just swap with the last and pop
  26265. var lastIndex = -- nObjects,
  26266. lastObject = objects[ lastIndex ];
  26267. indicesByUUID[ lastObject.uuid ] = index;
  26268. objects[ index ] = lastObject;
  26269. objects.pop();
  26270. // accounting is done, now do the same for all bindings
  26271. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26272. var bindingsForPath = bindings[ j ];
  26273. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26274. bindingsForPath.pop();
  26275. }
  26276. } // cached or active
  26277. } // if object is known
  26278. } // for arguments
  26279. this.nCachedObjects_ = nCachedObjects;
  26280. },
  26281. // Internal interface used by befriended PropertyBinding.Composite:
  26282. subscribe_: function ( path, parsedPath ) {
  26283. // returns an array of bindings for the given path that is changed
  26284. // according to the contained objects in the group
  26285. var indicesByPath = this._bindingsIndicesByPath,
  26286. index = indicesByPath[ path ],
  26287. bindings = this._bindings;
  26288. if ( index !== undefined ) { return bindings[ index ]; }
  26289. var paths = this._paths,
  26290. parsedPaths = this._parsedPaths,
  26291. objects = this._objects,
  26292. nObjects = objects.length,
  26293. nCachedObjects = this.nCachedObjects_,
  26294. bindingsForPath = new Array( nObjects );
  26295. index = bindings.length;
  26296. indicesByPath[ path ] = index;
  26297. paths.push( path );
  26298. parsedPaths.push( parsedPath );
  26299. bindings.push( bindingsForPath );
  26300. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26301. var object = objects[ i ];
  26302. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26303. }
  26304. return bindingsForPath;
  26305. },
  26306. unsubscribe_: function ( path ) {
  26307. // tells the group to forget about a property path and no longer
  26308. // update the array previously obtained with 'subscribe_'
  26309. var indicesByPath = this._bindingsIndicesByPath,
  26310. index = indicesByPath[ path ];
  26311. if ( index !== undefined ) {
  26312. var paths = this._paths,
  26313. parsedPaths = this._parsedPaths,
  26314. bindings = this._bindings,
  26315. lastBindingsIndex = bindings.length - 1,
  26316. lastBindings = bindings[ lastBindingsIndex ],
  26317. lastBindingsPath = path[ lastBindingsIndex ];
  26318. indicesByPath[ lastBindingsPath ] = index;
  26319. bindings[ index ] = lastBindings;
  26320. bindings.pop();
  26321. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26322. parsedPaths.pop();
  26323. paths[ index ] = paths[ lastBindingsIndex ];
  26324. paths.pop();
  26325. }
  26326. }
  26327. } );
  26328. /**
  26329. *
  26330. * Action provided by AnimationMixer for scheduling clip playback on specific
  26331. * objects.
  26332. *
  26333. * @author Ben Houston / http://clara.io/
  26334. * @author David Sarno / http://lighthaus.us/
  26335. * @author tschw
  26336. *
  26337. */
  26338. function AnimationAction( mixer, clip, localRoot ) {
  26339. this._mixer = mixer;
  26340. this._clip = clip;
  26341. this._localRoot = localRoot || null;
  26342. var tracks = clip.tracks,
  26343. nTracks = tracks.length,
  26344. interpolants = new Array( nTracks );
  26345. var interpolantSettings = {
  26346. endingStart: ZeroCurvatureEnding,
  26347. endingEnd: ZeroCurvatureEnding
  26348. };
  26349. for ( var i = 0; i !== nTracks; ++ i ) {
  26350. var interpolant = tracks[ i ].createInterpolant( null );
  26351. interpolants[ i ] = interpolant;
  26352. interpolant.settings = interpolantSettings;
  26353. }
  26354. this._interpolantSettings = interpolantSettings;
  26355. this._interpolants = interpolants; // bound by the mixer
  26356. // inside: PropertyMixer (managed by the mixer)
  26357. this._propertyBindings = new Array( nTracks );
  26358. this._cacheIndex = null; // for the memory manager
  26359. this._byClipCacheIndex = null; // for the memory manager
  26360. this._timeScaleInterpolant = null;
  26361. this._weightInterpolant = null;
  26362. this.loop = LoopRepeat;
  26363. this._loopCount = - 1;
  26364. // global mixer time when the action is to be started
  26365. // it's set back to 'null' upon start of the action
  26366. this._startTime = null;
  26367. // scaled local time of the action
  26368. // gets clamped or wrapped to 0..clip.duration according to loop
  26369. this.time = 0;
  26370. this.timeScale = 1;
  26371. this._effectiveTimeScale = 1;
  26372. this.weight = 1;
  26373. this._effectiveWeight = 1;
  26374. this.repetitions = Infinity; // no. of repetitions when looping
  26375. this.paused = false; // true -> zero effective time scale
  26376. this.enabled = true; // false -> zero effective weight
  26377. this.clampWhenFinished = false;// keep feeding the last frame?
  26378. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26379. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26380. }
  26381. Object.assign( AnimationAction.prototype, {
  26382. // State & Scheduling
  26383. play: function () {
  26384. this._mixer._activateAction( this );
  26385. return this;
  26386. },
  26387. stop: function () {
  26388. this._mixer._deactivateAction( this );
  26389. return this.reset();
  26390. },
  26391. reset: function () {
  26392. this.paused = false;
  26393. this.enabled = true;
  26394. this.time = 0; // restart clip
  26395. this._loopCount = - 1;// forget previous loops
  26396. this._startTime = null;// forget scheduling
  26397. return this.stopFading().stopWarping();
  26398. },
  26399. isRunning: function () {
  26400. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26401. this._startTime === null && this._mixer._isActiveAction( this );
  26402. },
  26403. // return true when play has been called
  26404. isScheduled: function () {
  26405. return this._mixer._isActiveAction( this );
  26406. },
  26407. startAt: function ( time ) {
  26408. this._startTime = time;
  26409. return this;
  26410. },
  26411. setLoop: function ( mode, repetitions ) {
  26412. this.loop = mode;
  26413. this.repetitions = repetitions;
  26414. return this;
  26415. },
  26416. // Weight
  26417. // set the weight stopping any scheduled fading
  26418. // although .enabled = false yields an effective weight of zero, this
  26419. // method does *not* change .enabled, because it would be confusing
  26420. setEffectiveWeight: function ( weight ) {
  26421. this.weight = weight;
  26422. // note: same logic as when updated at runtime
  26423. this._effectiveWeight = this.enabled ? weight : 0;
  26424. return this.stopFading();
  26425. },
  26426. // return the weight considering fading and .enabled
  26427. getEffectiveWeight: function () {
  26428. return this._effectiveWeight;
  26429. },
  26430. fadeIn: function ( duration ) {
  26431. return this._scheduleFading( duration, 0, 1 );
  26432. },
  26433. fadeOut: function ( duration ) {
  26434. return this._scheduleFading( duration, 1, 0 );
  26435. },
  26436. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26437. fadeOutAction.fadeOut( duration );
  26438. this.fadeIn( duration );
  26439. if ( warp ) {
  26440. var fadeInDuration = this._clip.duration,
  26441. fadeOutDuration = fadeOutAction._clip.duration,
  26442. startEndRatio = fadeOutDuration / fadeInDuration,
  26443. endStartRatio = fadeInDuration / fadeOutDuration;
  26444. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26445. this.warp( endStartRatio, 1.0, duration );
  26446. }
  26447. return this;
  26448. },
  26449. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26450. return fadeInAction.crossFadeFrom( this, duration, warp );
  26451. },
  26452. stopFading: function () {
  26453. var weightInterpolant = this._weightInterpolant;
  26454. if ( weightInterpolant !== null ) {
  26455. this._weightInterpolant = null;
  26456. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26457. }
  26458. return this;
  26459. },
  26460. // Time Scale Control
  26461. // set the time scale stopping any scheduled warping
  26462. // although .paused = true yields an effective time scale of zero, this
  26463. // method does *not* change .paused, because it would be confusing
  26464. setEffectiveTimeScale: function ( timeScale ) {
  26465. this.timeScale = timeScale;
  26466. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26467. return this.stopWarping();
  26468. },
  26469. // return the time scale considering warping and .paused
  26470. getEffectiveTimeScale: function () {
  26471. return this._effectiveTimeScale;
  26472. },
  26473. setDuration: function ( duration ) {
  26474. this.timeScale = this._clip.duration / duration;
  26475. return this.stopWarping();
  26476. },
  26477. syncWith: function ( action ) {
  26478. this.time = action.time;
  26479. this.timeScale = action.timeScale;
  26480. return this.stopWarping();
  26481. },
  26482. halt: function ( duration ) {
  26483. return this.warp( this._effectiveTimeScale, 0, duration );
  26484. },
  26485. warp: function ( startTimeScale, endTimeScale, duration ) {
  26486. var mixer = this._mixer, now = mixer.time,
  26487. interpolant = this._timeScaleInterpolant,
  26488. timeScale = this.timeScale;
  26489. if ( interpolant === null ) {
  26490. interpolant = mixer._lendControlInterpolant();
  26491. this._timeScaleInterpolant = interpolant;
  26492. }
  26493. var times = interpolant.parameterPositions,
  26494. values = interpolant.sampleValues;
  26495. times[ 0 ] = now;
  26496. times[ 1 ] = now + duration;
  26497. values[ 0 ] = startTimeScale / timeScale;
  26498. values[ 1 ] = endTimeScale / timeScale;
  26499. return this;
  26500. },
  26501. stopWarping: function () {
  26502. var timeScaleInterpolant = this._timeScaleInterpolant;
  26503. if ( timeScaleInterpolant !== null ) {
  26504. this._timeScaleInterpolant = null;
  26505. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26506. }
  26507. return this;
  26508. },
  26509. // Object Accessors
  26510. getMixer: function () {
  26511. return this._mixer;
  26512. },
  26513. getClip: function () {
  26514. return this._clip;
  26515. },
  26516. getRoot: function () {
  26517. return this._localRoot || this._mixer._root;
  26518. },
  26519. // Interna
  26520. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26521. // called by the mixer
  26522. if ( ! this.enabled ) {
  26523. // call ._updateWeight() to update ._effectiveWeight
  26524. this._updateWeight( time );
  26525. return;
  26526. }
  26527. var startTime = this._startTime;
  26528. if ( startTime !== null ) {
  26529. // check for scheduled start of action
  26530. var timeRunning = ( time - startTime ) * timeDirection;
  26531. if ( timeRunning < 0 || timeDirection === 0 ) {
  26532. return; // yet to come / don't decide when delta = 0
  26533. }
  26534. // start
  26535. this._startTime = null; // unschedule
  26536. deltaTime = timeDirection * timeRunning;
  26537. }
  26538. // apply time scale and advance time
  26539. deltaTime *= this._updateTimeScale( time );
  26540. var clipTime = this._updateTime( deltaTime );
  26541. // note: _updateTime may disable the action resulting in
  26542. // an effective weight of 0
  26543. var weight = this._updateWeight( time );
  26544. if ( weight > 0 ) {
  26545. var interpolants = this._interpolants;
  26546. var propertyMixers = this._propertyBindings;
  26547. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26548. interpolants[ j ].evaluate( clipTime );
  26549. propertyMixers[ j ].accumulate( accuIndex, weight );
  26550. }
  26551. }
  26552. },
  26553. _updateWeight: function ( time ) {
  26554. var weight = 0;
  26555. if ( this.enabled ) {
  26556. weight = this.weight;
  26557. var interpolant = this._weightInterpolant;
  26558. if ( interpolant !== null ) {
  26559. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26560. weight *= interpolantValue;
  26561. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26562. this.stopFading();
  26563. if ( interpolantValue === 0 ) {
  26564. // faded out, disable
  26565. this.enabled = false;
  26566. }
  26567. }
  26568. }
  26569. }
  26570. this._effectiveWeight = weight;
  26571. return weight;
  26572. },
  26573. _updateTimeScale: function ( time ) {
  26574. var timeScale = 0;
  26575. if ( ! this.paused ) {
  26576. timeScale = this.timeScale;
  26577. var interpolant = this._timeScaleInterpolant;
  26578. if ( interpolant !== null ) {
  26579. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26580. timeScale *= interpolantValue;
  26581. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26582. this.stopWarping();
  26583. if ( timeScale === 0 ) {
  26584. // motion has halted, pause
  26585. this.paused = true;
  26586. } else {
  26587. // warp done - apply final time scale
  26588. this.timeScale = timeScale;
  26589. }
  26590. }
  26591. }
  26592. }
  26593. this._effectiveTimeScale = timeScale;
  26594. return timeScale;
  26595. },
  26596. _updateTime: function ( deltaTime ) {
  26597. var time = this.time + deltaTime;
  26598. var duration = this._clip.duration;
  26599. var loop = this.loop;
  26600. var loopCount = this._loopCount;
  26601. var pingPong = ( loop === LoopPingPong );
  26602. if ( deltaTime === 0 ) {
  26603. if ( loopCount === - 1 ) { return time; }
  26604. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26605. }
  26606. if ( loop === LoopOnce ) {
  26607. if ( loopCount === - 1 ) {
  26608. // just started
  26609. this._loopCount = 0;
  26610. this._setEndings( true, true, false );
  26611. }
  26612. handle_stop: {
  26613. if ( time >= duration ) {
  26614. time = duration;
  26615. } else if ( time < 0 ) {
  26616. time = 0;
  26617. } else {
  26618. this.time = time;
  26619. break handle_stop;
  26620. }
  26621. if ( this.clampWhenFinished ) { this.paused = true; }
  26622. else { this.enabled = false; }
  26623. this.time = time;
  26624. this._mixer.dispatchEvent( {
  26625. type: 'finished', action: this,
  26626. direction: deltaTime < 0 ? - 1 : 1
  26627. } );
  26628. }
  26629. } else { // repetitive Repeat or PingPong
  26630. if ( loopCount === - 1 ) {
  26631. // just started
  26632. if ( deltaTime >= 0 ) {
  26633. loopCount = 0;
  26634. this._setEndings( true, this.repetitions === 0, pingPong );
  26635. } else {
  26636. // when looping in reverse direction, the initial
  26637. // transition through zero counts as a repetition,
  26638. // so leave loopCount at -1
  26639. this._setEndings( this.repetitions === 0, true, pingPong );
  26640. }
  26641. }
  26642. if ( time >= duration || time < 0 ) {
  26643. // wrap around
  26644. var loopDelta = Math.floor( time / duration ); // signed
  26645. time -= duration * loopDelta;
  26646. loopCount += Math.abs( loopDelta );
  26647. var pending = this.repetitions - loopCount;
  26648. if ( pending <= 0 ) {
  26649. // have to stop (switch state, clamp time, fire event)
  26650. if ( this.clampWhenFinished ) { this.paused = true; }
  26651. else { this.enabled = false; }
  26652. time = deltaTime > 0 ? duration : 0;
  26653. this.time = time;
  26654. this._mixer.dispatchEvent( {
  26655. type: 'finished', action: this,
  26656. direction: deltaTime > 0 ? 1 : - 1
  26657. } );
  26658. } else {
  26659. // keep running
  26660. if ( pending === 1 ) {
  26661. // entering the last round
  26662. var atStart = deltaTime < 0;
  26663. this._setEndings( atStart, ! atStart, pingPong );
  26664. } else {
  26665. this._setEndings( false, false, pingPong );
  26666. }
  26667. this._loopCount = loopCount;
  26668. this.time = time;
  26669. this._mixer.dispatchEvent( {
  26670. type: 'loop', action: this, loopDelta: loopDelta
  26671. } );
  26672. }
  26673. } else {
  26674. this.time = time;
  26675. }
  26676. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26677. // invert time for the "pong round"
  26678. return duration - time;
  26679. }
  26680. }
  26681. return time;
  26682. },
  26683. _setEndings: function ( atStart, atEnd, pingPong ) {
  26684. var settings = this._interpolantSettings;
  26685. if ( pingPong ) {
  26686. settings.endingStart = ZeroSlopeEnding;
  26687. settings.endingEnd = ZeroSlopeEnding;
  26688. } else {
  26689. // assuming for LoopOnce atStart == atEnd == true
  26690. if ( atStart ) {
  26691. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26692. } else {
  26693. settings.endingStart = WrapAroundEnding;
  26694. }
  26695. if ( atEnd ) {
  26696. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26697. } else {
  26698. settings.endingEnd = WrapAroundEnding;
  26699. }
  26700. }
  26701. },
  26702. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26703. var mixer = this._mixer, now = mixer.time,
  26704. interpolant = this._weightInterpolant;
  26705. if ( interpolant === null ) {
  26706. interpolant = mixer._lendControlInterpolant();
  26707. this._weightInterpolant = interpolant;
  26708. }
  26709. var times = interpolant.parameterPositions,
  26710. values = interpolant.sampleValues;
  26711. times[ 0 ] = now;
  26712. values[ 0 ] = weightNow;
  26713. times[ 1 ] = now + duration;
  26714. values[ 1 ] = weightThen;
  26715. return this;
  26716. }
  26717. } );
  26718. /**
  26719. *
  26720. * Player for AnimationClips.
  26721. *
  26722. *
  26723. * @author Ben Houston / http://clara.io/
  26724. * @author David Sarno / http://lighthaus.us/
  26725. * @author tschw
  26726. */
  26727. function AnimationMixer( root ) {
  26728. this._root = root;
  26729. this._initMemoryManager();
  26730. this._accuIndex = 0;
  26731. this.time = 0;
  26732. this.timeScale = 1.0;
  26733. }
  26734. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26735. constructor: AnimationMixer,
  26736. _bindAction: function ( action, prototypeAction ) {
  26737. var root = action._localRoot || this._root,
  26738. tracks = action._clip.tracks,
  26739. nTracks = tracks.length,
  26740. bindings = action._propertyBindings,
  26741. interpolants = action._interpolants,
  26742. rootUuid = root.uuid,
  26743. bindingsByRoot = this._bindingsByRootAndName,
  26744. bindingsByName = bindingsByRoot[ rootUuid ];
  26745. if ( bindingsByName === undefined ) {
  26746. bindingsByName = {};
  26747. bindingsByRoot[ rootUuid ] = bindingsByName;
  26748. }
  26749. for ( var i = 0; i !== nTracks; ++ i ) {
  26750. var track = tracks[ i ],
  26751. trackName = track.name,
  26752. binding = bindingsByName[ trackName ];
  26753. if ( binding !== undefined ) {
  26754. bindings[ i ] = binding;
  26755. } else {
  26756. binding = bindings[ i ];
  26757. if ( binding !== undefined ) {
  26758. // existing binding, make sure the cache knows
  26759. if ( binding._cacheIndex === null ) {
  26760. ++ binding.referenceCount;
  26761. this._addInactiveBinding( binding, rootUuid, trackName );
  26762. }
  26763. continue;
  26764. }
  26765. var path = prototypeAction && prototypeAction.
  26766. _propertyBindings[ i ].binding.parsedPath;
  26767. binding = new PropertyMixer(
  26768. PropertyBinding.create( root, trackName, path ),
  26769. track.ValueTypeName, track.getValueSize() );
  26770. ++ binding.referenceCount;
  26771. this._addInactiveBinding( binding, rootUuid, trackName );
  26772. bindings[ i ] = binding;
  26773. }
  26774. interpolants[ i ].resultBuffer = binding.buffer;
  26775. }
  26776. },
  26777. _activateAction: function ( action ) {
  26778. if ( ! this._isActiveAction( action ) ) {
  26779. if ( action._cacheIndex === null ) {
  26780. // this action has been forgotten by the cache, but the user
  26781. // appears to be still using it -> rebind
  26782. var rootUuid = ( action._localRoot || this._root ).uuid,
  26783. clipUuid = action._clip.uuid,
  26784. actionsForClip = this._actionsByClip[ clipUuid ];
  26785. this._bindAction( action,
  26786. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26787. this._addInactiveAction( action, clipUuid, rootUuid );
  26788. }
  26789. var bindings = action._propertyBindings;
  26790. // increment reference counts / sort out state
  26791. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26792. var binding = bindings[ i ];
  26793. if ( binding.useCount ++ === 0 ) {
  26794. this._lendBinding( binding );
  26795. binding.saveOriginalState();
  26796. }
  26797. }
  26798. this._lendAction( action );
  26799. }
  26800. },
  26801. _deactivateAction: function ( action ) {
  26802. if ( this._isActiveAction( action ) ) {
  26803. var bindings = action._propertyBindings;
  26804. // decrement reference counts / sort out state
  26805. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26806. var binding = bindings[ i ];
  26807. if ( -- binding.useCount === 0 ) {
  26808. binding.restoreOriginalState();
  26809. this._takeBackBinding( binding );
  26810. }
  26811. }
  26812. this._takeBackAction( action );
  26813. }
  26814. },
  26815. // Memory manager
  26816. _initMemoryManager: function () {
  26817. this._actions = []; // 'nActiveActions' followed by inactive ones
  26818. this._nActiveActions = 0;
  26819. this._actionsByClip = {};
  26820. // inside:
  26821. // {
  26822. // knownActions: Array< AnimationAction > - used as prototypes
  26823. // actionByRoot: AnimationAction - lookup
  26824. // }
  26825. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26826. this._nActiveBindings = 0;
  26827. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26828. this._controlInterpolants = []; // same game as above
  26829. this._nActiveControlInterpolants = 0;
  26830. var scope = this;
  26831. this.stats = {
  26832. actions: {
  26833. get total() {
  26834. return scope._actions.length;
  26835. },
  26836. get inUse() {
  26837. return scope._nActiveActions;
  26838. }
  26839. },
  26840. bindings: {
  26841. get total() {
  26842. return scope._bindings.length;
  26843. },
  26844. get inUse() {
  26845. return scope._nActiveBindings;
  26846. }
  26847. },
  26848. controlInterpolants: {
  26849. get total() {
  26850. return scope._controlInterpolants.length;
  26851. },
  26852. get inUse() {
  26853. return scope._nActiveControlInterpolants;
  26854. }
  26855. }
  26856. };
  26857. },
  26858. // Memory management for AnimationAction objects
  26859. _isActiveAction: function ( action ) {
  26860. var index = action._cacheIndex;
  26861. return index !== null && index < this._nActiveActions;
  26862. },
  26863. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26864. var actions = this._actions,
  26865. actionsByClip = this._actionsByClip,
  26866. actionsForClip = actionsByClip[ clipUuid ];
  26867. if ( actionsForClip === undefined ) {
  26868. actionsForClip = {
  26869. knownActions: [ action ],
  26870. actionByRoot: {}
  26871. };
  26872. action._byClipCacheIndex = 0;
  26873. actionsByClip[ clipUuid ] = actionsForClip;
  26874. } else {
  26875. var knownActions = actionsForClip.knownActions;
  26876. action._byClipCacheIndex = knownActions.length;
  26877. knownActions.push( action );
  26878. }
  26879. action._cacheIndex = actions.length;
  26880. actions.push( action );
  26881. actionsForClip.actionByRoot[ rootUuid ] = action;
  26882. },
  26883. _removeInactiveAction: function ( action ) {
  26884. var actions = this._actions,
  26885. lastInactiveAction = actions[ actions.length - 1 ],
  26886. cacheIndex = action._cacheIndex;
  26887. lastInactiveAction._cacheIndex = cacheIndex;
  26888. actions[ cacheIndex ] = lastInactiveAction;
  26889. actions.pop();
  26890. action._cacheIndex = null;
  26891. var clipUuid = action._clip.uuid,
  26892. actionsByClip = this._actionsByClip,
  26893. actionsForClip = actionsByClip[ clipUuid ],
  26894. knownActionsForClip = actionsForClip.knownActions,
  26895. lastKnownAction =
  26896. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26897. byClipCacheIndex = action._byClipCacheIndex;
  26898. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26899. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26900. knownActionsForClip.pop();
  26901. action._byClipCacheIndex = null;
  26902. var actionByRoot = actionsForClip.actionByRoot,
  26903. rootUuid = ( action._localRoot || this._root ).uuid;
  26904. delete actionByRoot[ rootUuid ];
  26905. if ( knownActionsForClip.length === 0 ) {
  26906. delete actionsByClip[ clipUuid ];
  26907. }
  26908. this._removeInactiveBindingsForAction( action );
  26909. },
  26910. _removeInactiveBindingsForAction: function ( action ) {
  26911. var bindings = action._propertyBindings;
  26912. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26913. var binding = bindings[ i ];
  26914. if ( -- binding.referenceCount === 0 ) {
  26915. this._removeInactiveBinding( binding );
  26916. }
  26917. }
  26918. },
  26919. _lendAction: function ( action ) {
  26920. // [ active actions | inactive actions ]
  26921. // [ active actions >| inactive actions ]
  26922. // s a
  26923. // <-swap->
  26924. // a s
  26925. var actions = this._actions,
  26926. prevIndex = action._cacheIndex,
  26927. lastActiveIndex = this._nActiveActions ++,
  26928. firstInactiveAction = actions[ lastActiveIndex ];
  26929. action._cacheIndex = lastActiveIndex;
  26930. actions[ lastActiveIndex ] = action;
  26931. firstInactiveAction._cacheIndex = prevIndex;
  26932. actions[ prevIndex ] = firstInactiveAction;
  26933. },
  26934. _takeBackAction: function ( action ) {
  26935. // [ active actions | inactive actions ]
  26936. // [ active actions |< inactive actions ]
  26937. // a s
  26938. // <-swap->
  26939. // s a
  26940. var actions = this._actions,
  26941. prevIndex = action._cacheIndex,
  26942. firstInactiveIndex = -- this._nActiveActions,
  26943. lastActiveAction = actions[ firstInactiveIndex ];
  26944. action._cacheIndex = firstInactiveIndex;
  26945. actions[ firstInactiveIndex ] = action;
  26946. lastActiveAction._cacheIndex = prevIndex;
  26947. actions[ prevIndex ] = lastActiveAction;
  26948. },
  26949. // Memory management for PropertyMixer objects
  26950. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26951. var bindingsByRoot = this._bindingsByRootAndName,
  26952. bindingByName = bindingsByRoot[ rootUuid ],
  26953. bindings = this._bindings;
  26954. if ( bindingByName === undefined ) {
  26955. bindingByName = {};
  26956. bindingsByRoot[ rootUuid ] = bindingByName;
  26957. }
  26958. bindingByName[ trackName ] = binding;
  26959. binding._cacheIndex = bindings.length;
  26960. bindings.push( binding );
  26961. },
  26962. _removeInactiveBinding: function ( binding ) {
  26963. var bindings = this._bindings,
  26964. propBinding = binding.binding,
  26965. rootUuid = propBinding.rootNode.uuid,
  26966. trackName = propBinding.path,
  26967. bindingsByRoot = this._bindingsByRootAndName,
  26968. bindingByName = bindingsByRoot[ rootUuid ],
  26969. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26970. cacheIndex = binding._cacheIndex;
  26971. lastInactiveBinding._cacheIndex = cacheIndex;
  26972. bindings[ cacheIndex ] = lastInactiveBinding;
  26973. bindings.pop();
  26974. delete bindingByName[ trackName ];
  26975. if ( Object.keys( bindingByName ).length === 0 ) {
  26976. delete bindingsByRoot[ rootUuid ];
  26977. }
  26978. },
  26979. _lendBinding: function ( binding ) {
  26980. var bindings = this._bindings,
  26981. prevIndex = binding._cacheIndex,
  26982. lastActiveIndex = this._nActiveBindings ++,
  26983. firstInactiveBinding = bindings[ lastActiveIndex ];
  26984. binding._cacheIndex = lastActiveIndex;
  26985. bindings[ lastActiveIndex ] = binding;
  26986. firstInactiveBinding._cacheIndex = prevIndex;
  26987. bindings[ prevIndex ] = firstInactiveBinding;
  26988. },
  26989. _takeBackBinding: function ( binding ) {
  26990. var bindings = this._bindings,
  26991. prevIndex = binding._cacheIndex,
  26992. firstInactiveIndex = -- this._nActiveBindings,
  26993. lastActiveBinding = bindings[ firstInactiveIndex ];
  26994. binding._cacheIndex = firstInactiveIndex;
  26995. bindings[ firstInactiveIndex ] = binding;
  26996. lastActiveBinding._cacheIndex = prevIndex;
  26997. bindings[ prevIndex ] = lastActiveBinding;
  26998. },
  26999. // Memory management of Interpolants for weight and time scale
  27000. _lendControlInterpolant: function () {
  27001. var interpolants = this._controlInterpolants,
  27002. lastActiveIndex = this._nActiveControlInterpolants ++,
  27003. interpolant = interpolants[ lastActiveIndex ];
  27004. if ( interpolant === undefined ) {
  27005. interpolant = new LinearInterpolant(
  27006. new Float32Array( 2 ), new Float32Array( 2 ),
  27007. 1, this._controlInterpolantsResultBuffer );
  27008. interpolant.__cacheIndex = lastActiveIndex;
  27009. interpolants[ lastActiveIndex ] = interpolant;
  27010. }
  27011. return interpolant;
  27012. },
  27013. _takeBackControlInterpolant: function ( interpolant ) {
  27014. var interpolants = this._controlInterpolants,
  27015. prevIndex = interpolant.__cacheIndex,
  27016. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27017. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27018. interpolant.__cacheIndex = firstInactiveIndex;
  27019. interpolants[ firstInactiveIndex ] = interpolant;
  27020. lastActiveInterpolant.__cacheIndex = prevIndex;
  27021. interpolants[ prevIndex ] = lastActiveInterpolant;
  27022. },
  27023. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27024. // return an action for a clip optionally using a custom root target
  27025. // object (this method allocates a lot of dynamic memory in case a
  27026. // previously unknown clip/root combination is specified)
  27027. clipAction: function ( clip, optionalRoot ) {
  27028. var root = optionalRoot || this._root,
  27029. rootUuid = root.uuid,
  27030. clipObject = typeof clip === 'string' ?
  27031. AnimationClip.findByName( root, clip ) : clip,
  27032. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  27033. actionsForClip = this._actionsByClip[ clipUuid ],
  27034. prototypeAction = null;
  27035. if ( actionsForClip !== undefined ) {
  27036. var existingAction =
  27037. actionsForClip.actionByRoot[ rootUuid ];
  27038. if ( existingAction !== undefined ) {
  27039. return existingAction;
  27040. }
  27041. // we know the clip, so we don't have to parse all
  27042. // the bindings again but can just copy
  27043. prototypeAction = actionsForClip.knownActions[ 0 ];
  27044. // also, take the clip from the prototype action
  27045. if ( clipObject === null )
  27046. { clipObject = prototypeAction._clip; }
  27047. }
  27048. // clip must be known when specified via string
  27049. if ( clipObject === null ) { return null; }
  27050. // allocate all resources required to run it
  27051. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  27052. this._bindAction( newAction, prototypeAction );
  27053. // and make the action known to the memory manager
  27054. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27055. return newAction;
  27056. },
  27057. // get an existing action
  27058. existingAction: function ( clip, optionalRoot ) {
  27059. var root = optionalRoot || this._root,
  27060. rootUuid = root.uuid,
  27061. clipObject = typeof clip === 'string' ?
  27062. AnimationClip.findByName( root, clip ) : clip,
  27063. clipUuid = clipObject ? clipObject.uuid : clip,
  27064. actionsForClip = this._actionsByClip[ clipUuid ];
  27065. if ( actionsForClip !== undefined ) {
  27066. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27067. }
  27068. return null;
  27069. },
  27070. // deactivates all previously scheduled actions
  27071. stopAllAction: function () {
  27072. var actions = this._actions,
  27073. nActions = this._nActiveActions,
  27074. bindings = this._bindings,
  27075. nBindings = this._nActiveBindings;
  27076. this._nActiveActions = 0;
  27077. this._nActiveBindings = 0;
  27078. for ( var i = 0; i !== nActions; ++ i ) {
  27079. actions[ i ].reset();
  27080. }
  27081. for ( var i = 0; i !== nBindings; ++ i ) {
  27082. bindings[ i ].useCount = 0;
  27083. }
  27084. return this;
  27085. },
  27086. // advance the time and update apply the animation
  27087. update: function ( deltaTime ) {
  27088. deltaTime *= this.timeScale;
  27089. var actions = this._actions,
  27090. nActions = this._nActiveActions,
  27091. time = this.time += deltaTime,
  27092. timeDirection = Math.sign( deltaTime ),
  27093. accuIndex = this._accuIndex ^= 1;
  27094. // run active actions
  27095. for ( var i = 0; i !== nActions; ++ i ) {
  27096. var action = actions[ i ];
  27097. action._update( time, deltaTime, timeDirection, accuIndex );
  27098. }
  27099. // update scene graph
  27100. var bindings = this._bindings,
  27101. nBindings = this._nActiveBindings;
  27102. for ( var i = 0; i !== nBindings; ++ i ) {
  27103. bindings[ i ].apply( accuIndex );
  27104. }
  27105. return this;
  27106. },
  27107. // Allows you to seek to a specific time in an animation.
  27108. setTime: function ( timeInSeconds ) {
  27109. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27110. for ( var i = 0; i < this._actions.length; i ++ ) {
  27111. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27112. }
  27113. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27114. },
  27115. // return this mixer's root target object
  27116. getRoot: function () {
  27117. return this._root;
  27118. },
  27119. // free all resources specific to a particular clip
  27120. uncacheClip: function ( clip ) {
  27121. var actions = this._actions,
  27122. clipUuid = clip.uuid,
  27123. actionsByClip = this._actionsByClip,
  27124. actionsForClip = actionsByClip[ clipUuid ];
  27125. if ( actionsForClip !== undefined ) {
  27126. // note: just calling _removeInactiveAction would mess up the
  27127. // iteration state and also require updating the state we can
  27128. // just throw away
  27129. var actionsToRemove = actionsForClip.knownActions;
  27130. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27131. var action = actionsToRemove[ i ];
  27132. this._deactivateAction( action );
  27133. var cacheIndex = action._cacheIndex,
  27134. lastInactiveAction = actions[ actions.length - 1 ];
  27135. action._cacheIndex = null;
  27136. action._byClipCacheIndex = null;
  27137. lastInactiveAction._cacheIndex = cacheIndex;
  27138. actions[ cacheIndex ] = lastInactiveAction;
  27139. actions.pop();
  27140. this._removeInactiveBindingsForAction( action );
  27141. }
  27142. delete actionsByClip[ clipUuid ];
  27143. }
  27144. },
  27145. // free all resources specific to a particular root target object
  27146. uncacheRoot: function ( root ) {
  27147. var rootUuid = root.uuid,
  27148. actionsByClip = this._actionsByClip;
  27149. for ( var clipUuid in actionsByClip ) {
  27150. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27151. action = actionByRoot[ rootUuid ];
  27152. if ( action !== undefined ) {
  27153. this._deactivateAction( action );
  27154. this._removeInactiveAction( action );
  27155. }
  27156. }
  27157. var bindingsByRoot = this._bindingsByRootAndName,
  27158. bindingByName = bindingsByRoot[ rootUuid ];
  27159. if ( bindingByName !== undefined ) {
  27160. for ( var trackName in bindingByName ) {
  27161. var binding = bindingByName[ trackName ];
  27162. binding.restoreOriginalState();
  27163. this._removeInactiveBinding( binding );
  27164. }
  27165. }
  27166. },
  27167. // remove a targeted clip from the cache
  27168. uncacheAction: function ( clip, optionalRoot ) {
  27169. var action = this.existingAction( clip, optionalRoot );
  27170. if ( action !== null ) {
  27171. this._deactivateAction( action );
  27172. this._removeInactiveAction( action );
  27173. }
  27174. }
  27175. } );
  27176. /**
  27177. * @author mrdoob / http://mrdoob.com/
  27178. */
  27179. function Uniform( value ) {
  27180. if ( typeof value === 'string' ) {
  27181. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27182. value = arguments[ 1 ];
  27183. }
  27184. this.value = value;
  27185. }
  27186. Uniform.prototype.clone = function () {
  27187. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27188. };
  27189. /**
  27190. * @author benaadams / https://twitter.com/ben_a_adams
  27191. */
  27192. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27193. InterleavedBuffer.call( this, array, stride );
  27194. this.meshPerAttribute = meshPerAttribute || 1;
  27195. }
  27196. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27197. constructor: InstancedInterleavedBuffer,
  27198. isInstancedInterleavedBuffer: true,
  27199. copy: function ( source ) {
  27200. InterleavedBuffer.prototype.copy.call( this, source );
  27201. this.meshPerAttribute = source.meshPerAttribute;
  27202. return this;
  27203. }
  27204. } );
  27205. /**
  27206. * @author mrdoob / http://mrdoob.com/
  27207. * @author bhouston / http://clara.io/
  27208. * @author stephomi / http://stephaneginier.com/
  27209. */
  27210. function Raycaster( origin, direction, near, far ) {
  27211. this.ray = new Ray( origin, direction );
  27212. // direction is assumed to be normalized (for accurate distance calculations)
  27213. this.near = near || 0;
  27214. this.far = far || Infinity;
  27215. this.camera = null;
  27216. this.params = {
  27217. Mesh: {},
  27218. Line: {},
  27219. LOD: {},
  27220. Points: { threshold: 1 },
  27221. Sprite: {}
  27222. };
  27223. Object.defineProperties( this.params, {
  27224. PointCloud: {
  27225. get: function () {
  27226. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27227. return this.Points;
  27228. }
  27229. }
  27230. } );
  27231. }
  27232. function ascSort( a, b ) {
  27233. return a.distance - b.distance;
  27234. }
  27235. function intersectObject( object, raycaster, intersects, recursive ) {
  27236. if ( object.visible === false ) { return; }
  27237. object.raycast( raycaster, intersects );
  27238. if ( recursive === true ) {
  27239. var children = object.children;
  27240. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27241. intersectObject( children[ i ], raycaster, intersects, true );
  27242. }
  27243. }
  27244. }
  27245. Object.assign( Raycaster.prototype, {
  27246. linePrecision: 1,
  27247. set: function ( origin, direction ) {
  27248. // direction is assumed to be normalized (for accurate distance calculations)
  27249. this.ray.set( origin, direction );
  27250. },
  27251. setFromCamera: function ( coords, camera ) {
  27252. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27253. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27254. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27255. this.camera = camera;
  27256. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27257. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27258. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27259. this.camera = camera;
  27260. } else {
  27261. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27262. }
  27263. },
  27264. intersectObject: function ( object, recursive, optionalTarget ) {
  27265. var intersects = optionalTarget || [];
  27266. intersectObject( object, this, intersects, recursive );
  27267. intersects.sort( ascSort );
  27268. return intersects;
  27269. },
  27270. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27271. var intersects = optionalTarget || [];
  27272. if ( Array.isArray( objects ) === false ) {
  27273. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27274. return intersects;
  27275. }
  27276. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27277. intersectObject( objects[ i ], this, intersects, recursive );
  27278. }
  27279. intersects.sort( ascSort );
  27280. return intersects;
  27281. }
  27282. } );
  27283. /**
  27284. * @author bhouston / http://clara.io
  27285. * @author WestLangley / http://github.com/WestLangley
  27286. *
  27287. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27288. *
  27289. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27290. * The azimuthal angle (theta) is measured from the positive z-axis.
  27291. */
  27292. function Spherical( radius, phi, theta ) {
  27293. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27294. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27295. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27296. return this;
  27297. }
  27298. Object.assign( Spherical.prototype, {
  27299. set: function ( radius, phi, theta ) {
  27300. this.radius = radius;
  27301. this.phi = phi;
  27302. this.theta = theta;
  27303. return this;
  27304. },
  27305. clone: function () {
  27306. return new this.constructor().copy( this );
  27307. },
  27308. copy: function ( other ) {
  27309. this.radius = other.radius;
  27310. this.phi = other.phi;
  27311. this.theta = other.theta;
  27312. return this;
  27313. },
  27314. // restrict phi to be betwee EPS and PI-EPS
  27315. makeSafe: function () {
  27316. var EPS = 0.000001;
  27317. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27318. return this;
  27319. },
  27320. setFromVector3: function ( v ) {
  27321. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27322. },
  27323. setFromCartesianCoords: function ( x, y, z ) {
  27324. this.radius = Math.sqrt( x * x + y * y + z * z );
  27325. if ( this.radius === 0 ) {
  27326. this.theta = 0;
  27327. this.phi = 0;
  27328. } else {
  27329. this.theta = Math.atan2( x, z );
  27330. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  27331. }
  27332. return this;
  27333. }
  27334. } );
  27335. /**
  27336. * @author Mugen87 / https://github.com/Mugen87
  27337. *
  27338. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27339. *
  27340. */
  27341. function Cylindrical( radius, theta, y ) {
  27342. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27343. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27344. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27345. return this;
  27346. }
  27347. Object.assign( Cylindrical.prototype, {
  27348. set: function ( radius, theta, y ) {
  27349. this.radius = radius;
  27350. this.theta = theta;
  27351. this.y = y;
  27352. return this;
  27353. },
  27354. clone: function () {
  27355. return new this.constructor().copy( this );
  27356. },
  27357. copy: function ( other ) {
  27358. this.radius = other.radius;
  27359. this.theta = other.theta;
  27360. this.y = other.y;
  27361. return this;
  27362. },
  27363. setFromVector3: function ( v ) {
  27364. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27365. },
  27366. setFromCartesianCoords: function ( x, y, z ) {
  27367. this.radius = Math.sqrt( x * x + z * z );
  27368. this.theta = Math.atan2( x, z );
  27369. this.y = y;
  27370. return this;
  27371. }
  27372. } );
  27373. /**
  27374. * @author bhouston / http://clara.io
  27375. */
  27376. var _vector$6 = new Vector2();
  27377. function Box2( min, max ) {
  27378. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27379. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27380. }
  27381. Object.assign( Box2.prototype, {
  27382. set: function ( min, max ) {
  27383. this.min.copy( min );
  27384. this.max.copy( max );
  27385. return this;
  27386. },
  27387. setFromPoints: function ( points ) {
  27388. this.makeEmpty();
  27389. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27390. this.expandByPoint( points[ i ] );
  27391. }
  27392. return this;
  27393. },
  27394. setFromCenterAndSize: function ( center, size ) {
  27395. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  27396. this.min.copy( center ).sub( halfSize );
  27397. this.max.copy( center ).add( halfSize );
  27398. return this;
  27399. },
  27400. clone: function () {
  27401. return new this.constructor().copy( this );
  27402. },
  27403. copy: function ( box ) {
  27404. this.min.copy( box.min );
  27405. this.max.copy( box.max );
  27406. return this;
  27407. },
  27408. makeEmpty: function () {
  27409. this.min.x = this.min.y = + Infinity;
  27410. this.max.x = this.max.y = - Infinity;
  27411. return this;
  27412. },
  27413. isEmpty: function () {
  27414. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27415. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27416. },
  27417. getCenter: function ( target ) {
  27418. if ( target === undefined ) {
  27419. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27420. target = new Vector2();
  27421. }
  27422. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27423. },
  27424. getSize: function ( target ) {
  27425. if ( target === undefined ) {
  27426. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27427. target = new Vector2();
  27428. }
  27429. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27430. },
  27431. expandByPoint: function ( point ) {
  27432. this.min.min( point );
  27433. this.max.max( point );
  27434. return this;
  27435. },
  27436. expandByVector: function ( vector ) {
  27437. this.min.sub( vector );
  27438. this.max.add( vector );
  27439. return this;
  27440. },
  27441. expandByScalar: function ( scalar ) {
  27442. this.min.addScalar( - scalar );
  27443. this.max.addScalar( scalar );
  27444. return this;
  27445. },
  27446. containsPoint: function ( point ) {
  27447. return point.x < this.min.x || point.x > this.max.x ||
  27448. point.y < this.min.y || point.y > this.max.y ? false : true;
  27449. },
  27450. containsBox: function ( box ) {
  27451. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27452. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27453. },
  27454. getParameter: function ( point, target ) {
  27455. // This can potentially have a divide by zero if the box
  27456. // has a size dimension of 0.
  27457. if ( target === undefined ) {
  27458. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27459. target = new Vector2();
  27460. }
  27461. return target.set(
  27462. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27463. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27464. );
  27465. },
  27466. intersectsBox: function ( box ) {
  27467. // using 4 splitting planes to rule out intersections
  27468. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27469. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27470. },
  27471. clampPoint: function ( point, target ) {
  27472. if ( target === undefined ) {
  27473. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27474. target = new Vector2();
  27475. }
  27476. return target.copy( point ).clamp( this.min, this.max );
  27477. },
  27478. distanceToPoint: function ( point ) {
  27479. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  27480. return clampedPoint.sub( point ).length();
  27481. },
  27482. intersect: function ( box ) {
  27483. this.min.max( box.min );
  27484. this.max.min( box.max );
  27485. return this;
  27486. },
  27487. union: function ( box ) {
  27488. this.min.min( box.min );
  27489. this.max.max( box.max );
  27490. return this;
  27491. },
  27492. translate: function ( offset ) {
  27493. this.min.add( offset );
  27494. this.max.add( offset );
  27495. return this;
  27496. },
  27497. equals: function ( box ) {
  27498. return box.min.equals( this.min ) && box.max.equals( this.max );
  27499. }
  27500. } );
  27501. /**
  27502. * @author bhouston / http://clara.io
  27503. */
  27504. var _startP = new Vector3();
  27505. var _startEnd = new Vector3();
  27506. function Line3( start, end ) {
  27507. this.start = ( start !== undefined ) ? start : new Vector3();
  27508. this.end = ( end !== undefined ) ? end : new Vector3();
  27509. }
  27510. Object.assign( Line3.prototype, {
  27511. set: function ( start, end ) {
  27512. this.start.copy( start );
  27513. this.end.copy( end );
  27514. return this;
  27515. },
  27516. clone: function () {
  27517. return new this.constructor().copy( this );
  27518. },
  27519. copy: function ( line ) {
  27520. this.start.copy( line.start );
  27521. this.end.copy( line.end );
  27522. return this;
  27523. },
  27524. getCenter: function ( target ) {
  27525. if ( target === undefined ) {
  27526. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27527. target = new Vector3();
  27528. }
  27529. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27530. },
  27531. delta: function ( target ) {
  27532. if ( target === undefined ) {
  27533. console.warn( 'THREE.Line3: .delta() target is now required' );
  27534. target = new Vector3();
  27535. }
  27536. return target.subVectors( this.end, this.start );
  27537. },
  27538. distanceSq: function () {
  27539. return this.start.distanceToSquared( this.end );
  27540. },
  27541. distance: function () {
  27542. return this.start.distanceTo( this.end );
  27543. },
  27544. at: function ( t, target ) {
  27545. if ( target === undefined ) {
  27546. console.warn( 'THREE.Line3: .at() target is now required' );
  27547. target = new Vector3();
  27548. }
  27549. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27550. },
  27551. closestPointToPointParameter: function ( point, clampToLine ) {
  27552. _startP.subVectors( point, this.start );
  27553. _startEnd.subVectors( this.end, this.start );
  27554. var startEnd2 = _startEnd.dot( _startEnd );
  27555. var startEnd_startP = _startEnd.dot( _startP );
  27556. var t = startEnd_startP / startEnd2;
  27557. if ( clampToLine ) {
  27558. t = _Math.clamp( t, 0, 1 );
  27559. }
  27560. return t;
  27561. },
  27562. closestPointToPoint: function ( point, clampToLine, target ) {
  27563. var t = this.closestPointToPointParameter( point, clampToLine );
  27564. if ( target === undefined ) {
  27565. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27566. target = new Vector3();
  27567. }
  27568. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27569. },
  27570. applyMatrix4: function ( matrix ) {
  27571. this.start.applyMatrix4( matrix );
  27572. this.end.applyMatrix4( matrix );
  27573. return this;
  27574. },
  27575. equals: function ( line ) {
  27576. return line.start.equals( this.start ) && line.end.equals( this.end );
  27577. }
  27578. } );
  27579. /**
  27580. * @author alteredq / http://alteredqualia.com/
  27581. */
  27582. function ImmediateRenderObject( material ) {
  27583. Object3D.call( this );
  27584. this.material = material;
  27585. this.render = function ( /* renderCallback */ ) {};
  27586. }
  27587. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27588. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27589. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27590. /**
  27591. * @author mrdoob / http://mrdoob.com/
  27592. * @author WestLangley / http://github.com/WestLangley
  27593. */
  27594. var _v1$5 = new Vector3();
  27595. var _v2$3 = new Vector3();
  27596. var _normalMatrix$1 = new Matrix3();
  27597. var _keys = [ 'a', 'b', 'c' ];
  27598. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27599. this.object = object;
  27600. this.size = ( size !== undefined ) ? size : 1;
  27601. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27602. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27603. //
  27604. var nNormals = 0;
  27605. var objGeometry = this.object.geometry;
  27606. if ( objGeometry && objGeometry.isGeometry ) {
  27607. nNormals = objGeometry.faces.length * 3;
  27608. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27609. nNormals = objGeometry.attributes.normal.count;
  27610. }
  27611. //
  27612. var geometry = new BufferGeometry();
  27613. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27614. geometry.setAttribute( 'position', positions );
  27615. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27616. //
  27617. this.matrixAutoUpdate = false;
  27618. this.update();
  27619. }
  27620. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27621. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27622. VertexNormalsHelper.prototype.update = function () {
  27623. this.object.updateMatrixWorld( true );
  27624. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27625. var matrixWorld = this.object.matrixWorld;
  27626. var position = this.geometry.attributes.position;
  27627. //
  27628. var objGeometry = this.object.geometry;
  27629. if ( objGeometry && objGeometry.isGeometry ) {
  27630. var vertices = objGeometry.vertices;
  27631. var faces = objGeometry.faces;
  27632. var idx = 0;
  27633. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27634. var face = faces[ i ];
  27635. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27636. var vertex = vertices[ face[ _keys[ j ] ] ];
  27637. var normal = face.vertexNormals[ j ];
  27638. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27639. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27640. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27641. idx = idx + 1;
  27642. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27643. idx = idx + 1;
  27644. }
  27645. }
  27646. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27647. var objPos = objGeometry.attributes.position;
  27648. var objNorm = objGeometry.attributes.normal;
  27649. var idx = 0;
  27650. // for simplicity, ignore index and drawcalls, and render every normal
  27651. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27652. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27653. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27654. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27655. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27656. idx = idx + 1;
  27657. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27658. idx = idx + 1;
  27659. }
  27660. }
  27661. position.needsUpdate = true;
  27662. };
  27663. /**
  27664. * @author alteredq / http://alteredqualia.com/
  27665. * @author mrdoob / http://mrdoob.com/
  27666. * @author WestLangley / http://github.com/WestLangley
  27667. */
  27668. var _vector$7 = new Vector3();
  27669. function SpotLightHelper( light, color ) {
  27670. Object3D.call( this );
  27671. this.light = light;
  27672. this.light.updateMatrixWorld();
  27673. this.matrix = light.matrixWorld;
  27674. this.matrixAutoUpdate = false;
  27675. this.color = color;
  27676. var geometry = new BufferGeometry();
  27677. var positions = [
  27678. 0, 0, 0, 0, 0, 1,
  27679. 0, 0, 0, 1, 0, 1,
  27680. 0, 0, 0, - 1, 0, 1,
  27681. 0, 0, 0, 0, 1, 1,
  27682. 0, 0, 0, 0, - 1, 1
  27683. ];
  27684. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27685. var p1 = ( i / l ) * Math.PI * 2;
  27686. var p2 = ( j / l ) * Math.PI * 2;
  27687. positions.push(
  27688. Math.cos( p1 ), Math.sin( p1 ), 1,
  27689. Math.cos( p2 ), Math.sin( p2 ), 1
  27690. );
  27691. }
  27692. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27693. var material = new LineBasicMaterial( { fog: false } );
  27694. this.cone = new LineSegments( geometry, material );
  27695. this.add( this.cone );
  27696. this.update();
  27697. }
  27698. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27699. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27700. SpotLightHelper.prototype.dispose = function () {
  27701. this.cone.geometry.dispose();
  27702. this.cone.material.dispose();
  27703. };
  27704. SpotLightHelper.prototype.update = function () {
  27705. this.light.updateMatrixWorld();
  27706. var coneLength = this.light.distance ? this.light.distance : 1000;
  27707. var coneWidth = coneLength * Math.tan( this.light.angle );
  27708. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27709. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27710. this.cone.lookAt( _vector$7 );
  27711. if ( this.color !== undefined ) {
  27712. this.cone.material.color.set( this.color );
  27713. } else {
  27714. this.cone.material.color.copy( this.light.color );
  27715. }
  27716. };
  27717. /**
  27718. * @author Sean Griffin / http://twitter.com/sgrif
  27719. * @author Michael Guerrero / http://realitymeltdown.com
  27720. * @author mrdoob / http://mrdoob.com/
  27721. * @author ikerr / http://verold.com
  27722. * @author Mugen87 / https://github.com/Mugen87
  27723. */
  27724. var _vector$8 = new Vector3();
  27725. var _boneMatrix = new Matrix4();
  27726. var _matrixWorldInv = new Matrix4();
  27727. function getBoneList( object ) {
  27728. var boneList = [];
  27729. if ( object && object.isBone ) {
  27730. boneList.push( object );
  27731. }
  27732. for ( var i = 0; i < object.children.length; i ++ ) {
  27733. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27734. }
  27735. return boneList;
  27736. }
  27737. function SkeletonHelper( object ) {
  27738. var bones = getBoneList( object );
  27739. var geometry = new BufferGeometry();
  27740. var vertices = [];
  27741. var colors = [];
  27742. var color1 = new Color( 0, 0, 1 );
  27743. var color2 = new Color( 0, 1, 0 );
  27744. for ( var i = 0; i < bones.length; i ++ ) {
  27745. var bone = bones[ i ];
  27746. if ( bone.parent && bone.parent.isBone ) {
  27747. vertices.push( 0, 0, 0 );
  27748. vertices.push( 0, 0, 0 );
  27749. colors.push( color1.r, color1.g, color1.b );
  27750. colors.push( color2.r, color2.g, color2.b );
  27751. }
  27752. }
  27753. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27754. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27755. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27756. LineSegments.call( this, geometry, material );
  27757. this.root = object;
  27758. this.bones = bones;
  27759. this.matrix = object.matrixWorld;
  27760. this.matrixAutoUpdate = false;
  27761. }
  27762. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27763. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27764. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27765. var bones = this.bones;
  27766. var geometry = this.geometry;
  27767. var position = geometry.getAttribute( 'position' );
  27768. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27769. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27770. var bone = bones[ i ];
  27771. if ( bone.parent && bone.parent.isBone ) {
  27772. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27773. _vector$8.setFromMatrixPosition( _boneMatrix );
  27774. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27775. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27776. _vector$8.setFromMatrixPosition( _boneMatrix );
  27777. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27778. j += 2;
  27779. }
  27780. }
  27781. geometry.getAttribute( 'position' ).needsUpdate = true;
  27782. Object3D.prototype.updateMatrixWorld.call( this, force );
  27783. };
  27784. /**
  27785. * @author alteredq / http://alteredqualia.com/
  27786. * @author mrdoob / http://mrdoob.com/
  27787. */
  27788. function PointLightHelper( light, sphereSize, color ) {
  27789. this.light = light;
  27790. this.light.updateMatrixWorld();
  27791. this.color = color;
  27792. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27793. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27794. Mesh.call( this, geometry, material );
  27795. this.matrix = this.light.matrixWorld;
  27796. this.matrixAutoUpdate = false;
  27797. this.update();
  27798. /*
  27799. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27800. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27801. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27802. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27803. var d = light.distance;
  27804. if ( d === 0.0 ) {
  27805. this.lightDistance.visible = false;
  27806. } else {
  27807. this.lightDistance.scale.set( d, d, d );
  27808. }
  27809. this.add( this.lightDistance );
  27810. */
  27811. }
  27812. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27813. PointLightHelper.prototype.constructor = PointLightHelper;
  27814. PointLightHelper.prototype.dispose = function () {
  27815. this.geometry.dispose();
  27816. this.material.dispose();
  27817. };
  27818. PointLightHelper.prototype.update = function () {
  27819. if ( this.color !== undefined ) {
  27820. this.material.color.set( this.color );
  27821. } else {
  27822. this.material.color.copy( this.light.color );
  27823. }
  27824. /*
  27825. var d = this.light.distance;
  27826. if ( d === 0.0 ) {
  27827. this.lightDistance.visible = false;
  27828. } else {
  27829. this.lightDistance.visible = true;
  27830. this.lightDistance.scale.set( d, d, d );
  27831. }
  27832. */
  27833. };
  27834. /**
  27835. * @author abelnation / http://github.com/abelnation
  27836. * @author Mugen87 / http://github.com/Mugen87
  27837. * @author WestLangley / http://github.com/WestLangley
  27838. *
  27839. * This helper must be added as a child of the light
  27840. */
  27841. function RectAreaLightHelper( light, color ) {
  27842. this.type = 'RectAreaLightHelper';
  27843. this.light = light;
  27844. this.color = color; // optional hardwired color for the helper
  27845. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27846. var geometry = new BufferGeometry();
  27847. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27848. geometry.computeBoundingSphere();
  27849. var material = new LineBasicMaterial( { fog: false } );
  27850. Line.call( this, geometry, material );
  27851. //
  27852. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27853. var geometry2 = new BufferGeometry();
  27854. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27855. geometry2.computeBoundingSphere();
  27856. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27857. this.update();
  27858. }
  27859. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27860. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27861. RectAreaLightHelper.prototype.update = function () {
  27862. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27863. if ( this.color !== undefined ) {
  27864. this.material.color.set( this.color );
  27865. this.children[ 0 ].material.color.set( this.color );
  27866. } else {
  27867. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27868. // prevent hue shift
  27869. var c = this.material.color;
  27870. var max = Math.max( c.r, c.g, c.b );
  27871. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27872. this.children[ 0 ].material.color.copy( this.material.color );
  27873. }
  27874. };
  27875. RectAreaLightHelper.prototype.dispose = function () {
  27876. this.geometry.dispose();
  27877. this.material.dispose();
  27878. this.children[ 0 ].geometry.dispose();
  27879. this.children[ 0 ].material.dispose();
  27880. };
  27881. /**
  27882. * @author alteredq / http://alteredqualia.com/
  27883. * @author mrdoob / http://mrdoob.com/
  27884. * @author Mugen87 / https://github.com/Mugen87
  27885. */
  27886. var _vector$9 = new Vector3();
  27887. var _color1 = new Color();
  27888. var _color2 = new Color();
  27889. function HemisphereLightHelper( light, size, color ) {
  27890. Object3D.call( this );
  27891. this.light = light;
  27892. this.light.updateMatrixWorld();
  27893. this.matrix = light.matrixWorld;
  27894. this.matrixAutoUpdate = false;
  27895. this.color = color;
  27896. var geometry = new OctahedronBufferGeometry( size );
  27897. geometry.rotateY( Math.PI * 0.5 );
  27898. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27899. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27900. var position = geometry.getAttribute( 'position' );
  27901. var colors = new Float32Array( position.count * 3 );
  27902. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27903. this.add( new Mesh( geometry, this.material ) );
  27904. this.update();
  27905. }
  27906. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27907. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27908. HemisphereLightHelper.prototype.dispose = function () {
  27909. this.children[ 0 ].geometry.dispose();
  27910. this.children[ 0 ].material.dispose();
  27911. };
  27912. HemisphereLightHelper.prototype.update = function () {
  27913. var mesh = this.children[ 0 ];
  27914. if ( this.color !== undefined ) {
  27915. this.material.color.set( this.color );
  27916. } else {
  27917. var colors = mesh.geometry.getAttribute( 'color' );
  27918. _color1.copy( this.light.color );
  27919. _color2.copy( this.light.groundColor );
  27920. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27921. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27922. colors.setXYZ( i, color.r, color.g, color.b );
  27923. }
  27924. colors.needsUpdate = true;
  27925. }
  27926. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27927. };
  27928. /**
  27929. * @author WestLangley / http://github.com/WestLangley
  27930. */
  27931. function LightProbeHelper( lightProbe, size ) {
  27932. this.lightProbe = lightProbe;
  27933. this.size = size;
  27934. var defines = {};
  27935. defines[ 'GAMMA_OUTPUT' ] = "";
  27936. // material
  27937. var material = new ShaderMaterial( {
  27938. defines: defines,
  27939. uniforms: {
  27940. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27941. intensity: { value: this.lightProbe.intensity }
  27942. },
  27943. vertexShader: [
  27944. 'varying vec3 vNormal;',
  27945. 'void main() {',
  27946. ' vNormal = normalize( normalMatrix * normal );',
  27947. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27948. '}' ].join( '\n' ),
  27949. fragmentShader: [
  27950. '#define RECIPROCAL_PI 0.318309886',
  27951. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27952. ' // matrix is assumed to be orthogonal',
  27953. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27954. '}',
  27955. 'vec3 linearToOutput( in vec3 a ) {',
  27956. ' #ifdef GAMMA_OUTPUT',
  27957. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27958. ' #else',
  27959. ' return a;',
  27960. ' #endif',
  27961. '}',
  27962. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27963. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27964. ' // normal is assumed to have unit length',
  27965. ' float x = normal.x, y = normal.y, z = normal.z;',
  27966. ' // band 0',
  27967. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27968. ' // band 1',
  27969. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27970. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27971. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27972. ' // band 2',
  27973. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27974. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27975. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27976. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27977. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27978. ' return result;',
  27979. '}',
  27980. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27981. 'uniform float intensity; // light probe intensity',
  27982. 'varying vec3 vNormal;',
  27983. 'void main() {',
  27984. ' vec3 normal = normalize( vNormal );',
  27985. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27986. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27987. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27988. ' outgoingLight = linearToOutput( outgoingLight );',
  27989. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27990. '}'
  27991. ].join( '\n' )
  27992. } );
  27993. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27994. Mesh.call( this, geometry, material );
  27995. this.onBeforeRender();
  27996. }
  27997. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27998. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27999. LightProbeHelper.prototype.dispose = function () {
  28000. this.geometry.dispose();
  28001. this.material.dispose();
  28002. };
  28003. LightProbeHelper.prototype.onBeforeRender = function () {
  28004. this.position.copy( this.lightProbe.position );
  28005. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  28006. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  28007. };
  28008. /**
  28009. * @author mrdoob / http://mrdoob.com/
  28010. */
  28011. function GridHelper( size, divisions, color1, color2 ) {
  28012. size = size || 10;
  28013. divisions = divisions || 10;
  28014. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28015. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28016. var center = divisions / 2;
  28017. var step = size / divisions;
  28018. var halfSize = size / 2;
  28019. var vertices = [], colors = [];
  28020. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28021. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28022. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28023. var color = i === center ? color1 : color2;
  28024. color.toArray( colors, j ); j += 3;
  28025. color.toArray( colors, j ); j += 3;
  28026. color.toArray( colors, j ); j += 3;
  28027. color.toArray( colors, j ); j += 3;
  28028. }
  28029. var geometry = new BufferGeometry();
  28030. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28031. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28032. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28033. LineSegments.call( this, geometry, material );
  28034. }
  28035. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28036. constructor: GridHelper,
  28037. copy: function ( source ) {
  28038. LineSegments.prototype.copy.call( this, source );
  28039. this.geometry.copy( source.geometry );
  28040. this.material.copy( source.material );
  28041. return this;
  28042. },
  28043. clone: function () {
  28044. return new this.constructor().copy( this );
  28045. }
  28046. } );
  28047. /**
  28048. * @author mrdoob / http://mrdoob.com/
  28049. * @author Mugen87 / http://github.com/Mugen87
  28050. * @author Hectate / http://www.github.com/Hectate
  28051. */
  28052. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28053. radius = radius || 10;
  28054. radials = radials || 16;
  28055. circles = circles || 8;
  28056. divisions = divisions || 64;
  28057. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28058. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28059. var vertices = [];
  28060. var colors = [];
  28061. var x, z;
  28062. var v, i, j, r, color;
  28063. // create the radials
  28064. for ( i = 0; i <= radials; i ++ ) {
  28065. v = ( i / radials ) * ( Math.PI * 2 );
  28066. x = Math.sin( v ) * radius;
  28067. z = Math.cos( v ) * radius;
  28068. vertices.push( 0, 0, 0 );
  28069. vertices.push( x, 0, z );
  28070. color = ( i & 1 ) ? color1 : color2;
  28071. colors.push( color.r, color.g, color.b );
  28072. colors.push( color.r, color.g, color.b );
  28073. }
  28074. // create the circles
  28075. for ( i = 0; i <= circles; i ++ ) {
  28076. color = ( i & 1 ) ? color1 : color2;
  28077. r = radius - ( radius / circles * i );
  28078. for ( j = 0; j < divisions; j ++ ) {
  28079. // first vertex
  28080. v = ( j / divisions ) * ( Math.PI * 2 );
  28081. x = Math.sin( v ) * r;
  28082. z = Math.cos( v ) * r;
  28083. vertices.push( x, 0, z );
  28084. colors.push( color.r, color.g, color.b );
  28085. // second vertex
  28086. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28087. x = Math.sin( v ) * r;
  28088. z = Math.cos( v ) * r;
  28089. vertices.push( x, 0, z );
  28090. colors.push( color.r, color.g, color.b );
  28091. }
  28092. }
  28093. var geometry = new BufferGeometry();
  28094. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28095. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28096. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28097. LineSegments.call( this, geometry, material );
  28098. }
  28099. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28100. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28101. /**
  28102. * @author Mugen87 / http://github.com/Mugen87
  28103. */
  28104. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  28105. this.audio = audio;
  28106. this.range = range || 1;
  28107. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  28108. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  28109. var geometry = new BufferGeometry();
  28110. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  28111. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  28112. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28113. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  28114. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  28115. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  28116. this.update();
  28117. }
  28118. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  28119. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  28120. PositionalAudioHelper.prototype.update = function () {
  28121. var audio = this.audio;
  28122. var range = this.range;
  28123. var divisionsInnerAngle = this.divisionsInnerAngle;
  28124. var divisionsOuterAngle = this.divisionsOuterAngle;
  28125. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  28126. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  28127. var halfConeInnerAngle = coneInnerAngle / 2;
  28128. var halfConeOuterAngle = coneOuterAngle / 2;
  28129. var start = 0;
  28130. var count = 0;
  28131. var i, stride;
  28132. var geometry = this.geometry;
  28133. var positionAttribute = geometry.attributes.position;
  28134. geometry.clearGroups();
  28135. //
  28136. function generateSegment( from, to, divisions, materialIndex ) {
  28137. var step = ( to - from ) / divisions;
  28138. positionAttribute.setXYZ( start, 0, 0, 0 );
  28139. count ++;
  28140. for ( i = from; i < to; i += step ) {
  28141. stride = start + count;
  28142. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  28143. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  28144. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  28145. count += 3;
  28146. }
  28147. geometry.addGroup( start, count, materialIndex );
  28148. start += count;
  28149. count = 0;
  28150. }
  28151. //
  28152. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  28153. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  28154. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  28155. //
  28156. positionAttribute.needsUpdate = true;
  28157. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  28158. };
  28159. PositionalAudioHelper.prototype.dispose = function () {
  28160. this.geometry.dispose();
  28161. this.material[ 0 ].dispose();
  28162. this.material[ 1 ].dispose();
  28163. };
  28164. /**
  28165. * @author mrdoob / http://mrdoob.com/
  28166. * @author WestLangley / http://github.com/WestLangley
  28167. */
  28168. var _v1$6 = new Vector3();
  28169. var _v2$4 = new Vector3();
  28170. var _normalMatrix$2 = new Matrix3();
  28171. function FaceNormalsHelper( object, size, hex, linewidth ) {
  28172. // FaceNormalsHelper only supports THREE.Geometry
  28173. this.object = object;
  28174. this.size = ( size !== undefined ) ? size : 1;
  28175. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28176. var width = ( linewidth !== undefined ) ? linewidth : 1;
  28177. //
  28178. var nNormals = 0;
  28179. var objGeometry = this.object.geometry;
  28180. if ( objGeometry && objGeometry.isGeometry ) {
  28181. nNormals = objGeometry.faces.length;
  28182. } else {
  28183. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  28184. }
  28185. //
  28186. var geometry = new BufferGeometry();
  28187. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  28188. geometry.setAttribute( 'position', positions );
  28189. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  28190. //
  28191. this.matrixAutoUpdate = false;
  28192. this.update();
  28193. }
  28194. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  28195. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  28196. FaceNormalsHelper.prototype.update = function () {
  28197. this.object.updateMatrixWorld( true );
  28198. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  28199. var matrixWorld = this.object.matrixWorld;
  28200. var position = this.geometry.attributes.position;
  28201. //
  28202. var objGeometry = this.object.geometry;
  28203. var vertices = objGeometry.vertices;
  28204. var faces = objGeometry.faces;
  28205. var idx = 0;
  28206. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  28207. var face = faces[ i ];
  28208. var normal = face.normal;
  28209. _v1$6.copy( vertices[ face.a ] )
  28210. .add( vertices[ face.b ] )
  28211. .add( vertices[ face.c ] )
  28212. .divideScalar( 3 )
  28213. .applyMatrix4( matrixWorld );
  28214. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  28215. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  28216. idx = idx + 1;
  28217. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  28218. idx = idx + 1;
  28219. }
  28220. position.needsUpdate = true;
  28221. };
  28222. /**
  28223. * @author alteredq / http://alteredqualia.com/
  28224. * @author mrdoob / http://mrdoob.com/
  28225. * @author WestLangley / http://github.com/WestLangley
  28226. */
  28227. var _v1$7 = new Vector3();
  28228. var _v2$5 = new Vector3();
  28229. var _v3$1 = new Vector3();
  28230. function DirectionalLightHelper( light, size, color ) {
  28231. Object3D.call( this );
  28232. this.light = light;
  28233. this.light.updateMatrixWorld();
  28234. this.matrix = light.matrixWorld;
  28235. this.matrixAutoUpdate = false;
  28236. this.color = color;
  28237. if ( size === undefined ) { size = 1; }
  28238. var geometry = new BufferGeometry();
  28239. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28240. - size, size, 0,
  28241. size, size, 0,
  28242. size, - size, 0,
  28243. - size, - size, 0,
  28244. - size, size, 0
  28245. ], 3 ) );
  28246. var material = new LineBasicMaterial( { fog: false } );
  28247. this.lightPlane = new Line( geometry, material );
  28248. this.add( this.lightPlane );
  28249. geometry = new BufferGeometry();
  28250. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28251. this.targetLine = new Line( geometry, material );
  28252. this.add( this.targetLine );
  28253. this.update();
  28254. }
  28255. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28256. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28257. DirectionalLightHelper.prototype.dispose = function () {
  28258. this.lightPlane.geometry.dispose();
  28259. this.lightPlane.material.dispose();
  28260. this.targetLine.geometry.dispose();
  28261. this.targetLine.material.dispose();
  28262. };
  28263. DirectionalLightHelper.prototype.update = function () {
  28264. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  28265. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  28266. _v3$1.subVectors( _v2$5, _v1$7 );
  28267. this.lightPlane.lookAt( _v2$5 );
  28268. if ( this.color !== undefined ) {
  28269. this.lightPlane.material.color.set( this.color );
  28270. this.targetLine.material.color.set( this.color );
  28271. } else {
  28272. this.lightPlane.material.color.copy( this.light.color );
  28273. this.targetLine.material.color.copy( this.light.color );
  28274. }
  28275. this.targetLine.lookAt( _v2$5 );
  28276. this.targetLine.scale.z = _v3$1.length();
  28277. };
  28278. /**
  28279. * @author alteredq / http://alteredqualia.com/
  28280. * @author Mugen87 / https://github.com/Mugen87
  28281. *
  28282. * - shows frustum, line of sight and up of the camera
  28283. * - suitable for fast updates
  28284. * - based on frustum visualization in lightgl.js shadowmap example
  28285. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28286. */
  28287. var _vector$a = new Vector3();
  28288. var _camera = new Camera();
  28289. function CameraHelper( camera ) {
  28290. var geometry = new BufferGeometry();
  28291. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  28292. var vertices = [];
  28293. var colors = [];
  28294. var pointMap = {};
  28295. // colors
  28296. var colorFrustum = new Color( 0xffaa00 );
  28297. var colorCone = new Color( 0xff0000 );
  28298. var colorUp = new Color( 0x00aaff );
  28299. var colorTarget = new Color( 0xffffff );
  28300. var colorCross = new Color( 0x333333 );
  28301. // near
  28302. addLine( 'n1', 'n2', colorFrustum );
  28303. addLine( 'n2', 'n4', colorFrustum );
  28304. addLine( 'n4', 'n3', colorFrustum );
  28305. addLine( 'n3', 'n1', colorFrustum );
  28306. // far
  28307. addLine( 'f1', 'f2', colorFrustum );
  28308. addLine( 'f2', 'f4', colorFrustum );
  28309. addLine( 'f4', 'f3', colorFrustum );
  28310. addLine( 'f3', 'f1', colorFrustum );
  28311. // sides
  28312. addLine( 'n1', 'f1', colorFrustum );
  28313. addLine( 'n2', 'f2', colorFrustum );
  28314. addLine( 'n3', 'f3', colorFrustum );
  28315. addLine( 'n4', 'f4', colorFrustum );
  28316. // cone
  28317. addLine( 'p', 'n1', colorCone );
  28318. addLine( 'p', 'n2', colorCone );
  28319. addLine( 'p', 'n3', colorCone );
  28320. addLine( 'p', 'n4', colorCone );
  28321. // up
  28322. addLine( 'u1', 'u2', colorUp );
  28323. addLine( 'u2', 'u3', colorUp );
  28324. addLine( 'u3', 'u1', colorUp );
  28325. // target
  28326. addLine( 'c', 't', colorTarget );
  28327. addLine( 'p', 'c', colorCross );
  28328. // cross
  28329. addLine( 'cn1', 'cn2', colorCross );
  28330. addLine( 'cn3', 'cn4', colorCross );
  28331. addLine( 'cf1', 'cf2', colorCross );
  28332. addLine( 'cf3', 'cf4', colorCross );
  28333. function addLine( a, b, color ) {
  28334. addPoint( a, color );
  28335. addPoint( b, color );
  28336. }
  28337. function addPoint( id, color ) {
  28338. vertices.push( 0, 0, 0 );
  28339. colors.push( color.r, color.g, color.b );
  28340. if ( pointMap[ id ] === undefined ) {
  28341. pointMap[ id ] = [];
  28342. }
  28343. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28344. }
  28345. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28346. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28347. LineSegments.call( this, geometry, material );
  28348. this.camera = camera;
  28349. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28350. this.matrix = camera.matrixWorld;
  28351. this.matrixAutoUpdate = false;
  28352. this.pointMap = pointMap;
  28353. this.update();
  28354. }
  28355. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28356. CameraHelper.prototype.constructor = CameraHelper;
  28357. CameraHelper.prototype.update = function () {
  28358. var geometry = this.geometry;
  28359. var pointMap = this.pointMap;
  28360. var w = 1, h = 1;
  28361. // we need just camera projection matrix inverse
  28362. // world matrix must be identity
  28363. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28364. // center / target
  28365. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28366. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28367. // near
  28368. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28369. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28370. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28371. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28372. // far
  28373. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28374. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28375. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28376. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28377. // up
  28378. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28379. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28380. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28381. // cross
  28382. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28383. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28384. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28385. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28386. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28387. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28388. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28389. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28390. geometry.getAttribute( 'position' ).needsUpdate = true;
  28391. };
  28392. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28393. _vector$a.set( x, y, z ).unproject( camera );
  28394. var points = pointMap[ point ];
  28395. if ( points !== undefined ) {
  28396. var position = geometry.getAttribute( 'position' );
  28397. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28398. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  28399. }
  28400. }
  28401. }
  28402. /**
  28403. * @author mrdoob / http://mrdoob.com/
  28404. * @author Mugen87 / http://github.com/Mugen87
  28405. */
  28406. var _box$3 = new Box3();
  28407. function BoxHelper( object, color ) {
  28408. this.object = object;
  28409. if ( color === undefined ) { color = 0xffff00; }
  28410. 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 ] );
  28411. var positions = new Float32Array( 8 * 3 );
  28412. var geometry = new BufferGeometry();
  28413. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28414. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28415. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28416. this.matrixAutoUpdate = false;
  28417. this.update();
  28418. }
  28419. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28420. BoxHelper.prototype.constructor = BoxHelper;
  28421. BoxHelper.prototype.update = function ( object ) {
  28422. if ( object !== undefined ) {
  28423. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28424. }
  28425. if ( this.object !== undefined ) {
  28426. _box$3.setFromObject( this.object );
  28427. }
  28428. if ( _box$3.isEmpty() ) { return; }
  28429. var min = _box$3.min;
  28430. var max = _box$3.max;
  28431. /*
  28432. 5____4
  28433. 1/___0/|
  28434. | 6__|_7
  28435. 2/___3/
  28436. 0: max.x, max.y, max.z
  28437. 1: min.x, max.y, max.z
  28438. 2: min.x, min.y, max.z
  28439. 3: max.x, min.y, max.z
  28440. 4: max.x, max.y, min.z
  28441. 5: min.x, max.y, min.z
  28442. 6: min.x, min.y, min.z
  28443. 7: max.x, min.y, min.z
  28444. */
  28445. var position = this.geometry.attributes.position;
  28446. var array = position.array;
  28447. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28448. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28449. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28450. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28451. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28452. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28453. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28454. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28455. position.needsUpdate = true;
  28456. this.geometry.computeBoundingSphere();
  28457. };
  28458. BoxHelper.prototype.setFromObject = function ( object ) {
  28459. this.object = object;
  28460. this.update();
  28461. return this;
  28462. };
  28463. BoxHelper.prototype.copy = function ( source ) {
  28464. LineSegments.prototype.copy.call( this, source );
  28465. this.object = source.object;
  28466. return this;
  28467. };
  28468. BoxHelper.prototype.clone = function () {
  28469. return new this.constructor().copy( this );
  28470. };
  28471. /**
  28472. * @author WestLangley / http://github.com/WestLangley
  28473. */
  28474. function Box3Helper( box, color ) {
  28475. this.type = 'Box3Helper';
  28476. this.box = box;
  28477. color = color || 0xffff00;
  28478. 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 ] );
  28479. 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 ];
  28480. var geometry = new BufferGeometry();
  28481. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28482. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28483. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28484. this.geometry.computeBoundingSphere();
  28485. }
  28486. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28487. Box3Helper.prototype.constructor = Box3Helper;
  28488. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28489. var box = this.box;
  28490. if ( box.isEmpty() ) { return; }
  28491. box.getCenter( this.position );
  28492. box.getSize( this.scale );
  28493. this.scale.multiplyScalar( 0.5 );
  28494. Object3D.prototype.updateMatrixWorld.call( this, force );
  28495. };
  28496. /**
  28497. * @author WestLangley / http://github.com/WestLangley
  28498. */
  28499. function PlaneHelper( plane, size, hex ) {
  28500. this.type = 'PlaneHelper';
  28501. this.plane = plane;
  28502. this.size = ( size === undefined ) ? 1 : size;
  28503. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28504. 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 ];
  28505. var geometry = new BufferGeometry();
  28506. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28507. geometry.computeBoundingSphere();
  28508. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28509. //
  28510. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28511. var geometry2 = new BufferGeometry();
  28512. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28513. geometry2.computeBoundingSphere();
  28514. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28515. }
  28516. PlaneHelper.prototype = Object.create( Line.prototype );
  28517. PlaneHelper.prototype.constructor = PlaneHelper;
  28518. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28519. var scale = - this.plane.constant;
  28520. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28521. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28522. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28523. this.lookAt( this.plane.normal );
  28524. Object3D.prototype.updateMatrixWorld.call( this, force );
  28525. };
  28526. /**
  28527. * @author WestLangley / http://github.com/WestLangley
  28528. * @author zz85 / http://github.com/zz85
  28529. * @author bhouston / http://clara.io
  28530. *
  28531. * Creates an arrow for visualizing directions
  28532. *
  28533. * Parameters:
  28534. * dir - Vector3
  28535. * origin - Vector3
  28536. * length - Number
  28537. * color - color in hex value
  28538. * headLength - Number
  28539. * headWidth - Number
  28540. */
  28541. var _axis = new Vector3();
  28542. var _lineGeometry, _coneGeometry;
  28543. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28544. // dir is assumed to be normalized
  28545. Object3D.call( this );
  28546. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28547. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28548. if ( length === undefined ) { length = 1; }
  28549. if ( color === undefined ) { color = 0xffff00; }
  28550. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28551. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28552. if ( _lineGeometry === undefined ) {
  28553. _lineGeometry = new BufferGeometry();
  28554. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28555. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28556. _coneGeometry.translate( 0, - 0.5, 0 );
  28557. }
  28558. this.position.copy( origin );
  28559. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28560. this.line.matrixAutoUpdate = false;
  28561. this.add( this.line );
  28562. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28563. this.cone.matrixAutoUpdate = false;
  28564. this.add( this.cone );
  28565. this.setDirection( dir );
  28566. this.setLength( length, headLength, headWidth );
  28567. }
  28568. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28569. ArrowHelper.prototype.constructor = ArrowHelper;
  28570. ArrowHelper.prototype.setDirection = function ( dir ) {
  28571. // dir is assumed to be normalized
  28572. if ( dir.y > 0.99999 ) {
  28573. this.quaternion.set( 0, 0, 0, 1 );
  28574. } else if ( dir.y < - 0.99999 ) {
  28575. this.quaternion.set( 1, 0, 0, 0 );
  28576. } else {
  28577. _axis.set( dir.z, 0, - dir.x ).normalize();
  28578. var radians = Math.acos( dir.y );
  28579. this.quaternion.setFromAxisAngle( _axis, radians );
  28580. }
  28581. };
  28582. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28583. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28584. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28585. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28586. this.line.updateMatrix();
  28587. this.cone.scale.set( headWidth, headLength, headWidth );
  28588. this.cone.position.y = length;
  28589. this.cone.updateMatrix();
  28590. };
  28591. ArrowHelper.prototype.setColor = function ( color ) {
  28592. this.line.material.color.set( color );
  28593. this.cone.material.color.set( color );
  28594. };
  28595. ArrowHelper.prototype.copy = function ( source ) {
  28596. Object3D.prototype.copy.call( this, source, false );
  28597. this.line.copy( source.line );
  28598. this.cone.copy( source.cone );
  28599. return this;
  28600. };
  28601. ArrowHelper.prototype.clone = function () {
  28602. return new this.constructor().copy( this );
  28603. };
  28604. /**
  28605. * @author sroucheray / http://sroucheray.org/
  28606. * @author mrdoob / http://mrdoob.com/
  28607. */
  28608. function AxesHelper( size ) {
  28609. size = size || 1;
  28610. var vertices = [
  28611. 0, 0, 0, size, 0, 0,
  28612. 0, 0, 0, 0, size, 0,
  28613. 0, 0, 0, 0, 0, size
  28614. ];
  28615. var colors = [
  28616. 1, 0, 0, 1, 0.6, 0,
  28617. 0, 1, 0, 0.6, 1, 0,
  28618. 0, 0, 1, 0, 0.6, 1
  28619. ];
  28620. var geometry = new BufferGeometry();
  28621. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28622. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28623. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28624. LineSegments.call( this, geometry, material );
  28625. }
  28626. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28627. AxesHelper.prototype.constructor = AxesHelper;
  28628. /**
  28629. * @author mrdoob / http://mrdoob.com/
  28630. */
  28631. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28632. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28633. return new Face3( a, b, c, normal, color, materialIndex );
  28634. }
  28635. var LineStrip = 0;
  28636. var LinePieces = 1;
  28637. function MeshFaceMaterial( materials ) {
  28638. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28639. return materials;
  28640. }
  28641. function MultiMaterial( materials ) {
  28642. if ( materials === undefined ) { materials = []; }
  28643. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28644. materials.isMultiMaterial = true;
  28645. materials.materials = materials;
  28646. materials.clone = function () {
  28647. return materials.slice();
  28648. };
  28649. return materials;
  28650. }
  28651. function PointCloud( geometry, material ) {
  28652. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28653. return new Points( geometry, material );
  28654. }
  28655. function Particle( material ) {
  28656. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28657. return new Sprite( material );
  28658. }
  28659. function ParticleSystem( geometry, material ) {
  28660. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28661. return new Points( geometry, material );
  28662. }
  28663. function PointCloudMaterial( parameters ) {
  28664. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28665. return new PointsMaterial( parameters );
  28666. }
  28667. function ParticleBasicMaterial( parameters ) {
  28668. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28669. return new PointsMaterial( parameters );
  28670. }
  28671. function ParticleSystemMaterial( parameters ) {
  28672. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28673. return new PointsMaterial( parameters );
  28674. }
  28675. function Vertex( x, y, z ) {
  28676. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28677. return new Vector3( x, y, z );
  28678. }
  28679. //
  28680. function DynamicBufferAttribute( array, itemSize ) {
  28681. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28682. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28683. }
  28684. function Int8Attribute( array, itemSize ) {
  28685. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28686. return new Int8BufferAttribute( array, itemSize );
  28687. }
  28688. function Uint8Attribute( array, itemSize ) {
  28689. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28690. return new Uint8BufferAttribute( array, itemSize );
  28691. }
  28692. function Uint8ClampedAttribute( array, itemSize ) {
  28693. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28694. return new Uint8ClampedBufferAttribute( array, itemSize );
  28695. }
  28696. function Int16Attribute( array, itemSize ) {
  28697. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28698. return new Int16BufferAttribute( array, itemSize );
  28699. }
  28700. function Uint16Attribute( array, itemSize ) {
  28701. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28702. return new Uint16BufferAttribute( array, itemSize );
  28703. }
  28704. function Int32Attribute( array, itemSize ) {
  28705. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28706. return new Int32BufferAttribute( array, itemSize );
  28707. }
  28708. function Uint32Attribute( array, itemSize ) {
  28709. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28710. return new Uint32BufferAttribute( array, itemSize );
  28711. }
  28712. function Float32Attribute( array, itemSize ) {
  28713. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28714. return new Float32BufferAttribute( array, itemSize );
  28715. }
  28716. function Float64Attribute( array, itemSize ) {
  28717. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28718. return new Float64BufferAttribute( array, itemSize );
  28719. }
  28720. //
  28721. Curve.create = function ( construct, getPoint ) {
  28722. console.log( 'THREE.Curve.create() has been deprecated' );
  28723. construct.prototype = Object.create( Curve.prototype );
  28724. construct.prototype.constructor = construct;
  28725. construct.prototype.getPoint = getPoint;
  28726. return construct;
  28727. };
  28728. //
  28729. Object.assign( CurvePath.prototype, {
  28730. createPointsGeometry: function ( divisions ) {
  28731. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28732. // generate geometry from path points (for Line or Points objects)
  28733. var pts = this.getPoints( divisions );
  28734. return this.createGeometry( pts );
  28735. },
  28736. createSpacedPointsGeometry: function ( divisions ) {
  28737. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28738. // generate geometry from equidistant sampling along the path
  28739. var pts = this.getSpacedPoints( divisions );
  28740. return this.createGeometry( pts );
  28741. },
  28742. createGeometry: function ( points ) {
  28743. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28744. var geometry = new Geometry();
  28745. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28746. var point = points[ i ];
  28747. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28748. }
  28749. return geometry;
  28750. }
  28751. } );
  28752. //
  28753. Object.assign( Path.prototype, {
  28754. fromPoints: function ( points ) {
  28755. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28756. return this.setFromPoints( points );
  28757. }
  28758. } );
  28759. //
  28760. function ClosedSplineCurve3( points ) {
  28761. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28762. CatmullRomCurve3.call( this, points );
  28763. this.type = 'catmullrom';
  28764. this.closed = true;
  28765. }
  28766. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28767. //
  28768. function SplineCurve3( points ) {
  28769. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28770. CatmullRomCurve3.call( this, points );
  28771. this.type = 'catmullrom';
  28772. }
  28773. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28774. //
  28775. function Spline( points ) {
  28776. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28777. CatmullRomCurve3.call( this, points );
  28778. this.type = 'catmullrom';
  28779. }
  28780. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28781. Object.assign( Spline.prototype, {
  28782. initFromArray: function ( /* a */ ) {
  28783. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28784. },
  28785. getControlPointsArray: function ( /* optionalTarget */ ) {
  28786. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28787. },
  28788. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28789. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28790. }
  28791. } );
  28792. //
  28793. function AxisHelper( size ) {
  28794. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28795. return new AxesHelper( size );
  28796. }
  28797. function BoundingBoxHelper( object, color ) {
  28798. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28799. return new BoxHelper( object, color );
  28800. }
  28801. function EdgesHelper( object, hex ) {
  28802. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28803. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28804. }
  28805. GridHelper.prototype.setColors = function () {
  28806. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28807. };
  28808. SkeletonHelper.prototype.update = function () {
  28809. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28810. };
  28811. function WireframeHelper( object, hex ) {
  28812. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28813. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28814. }
  28815. //
  28816. Object.assign( Loader.prototype, {
  28817. extractUrlBase: function ( url ) {
  28818. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28819. return LoaderUtils.extractUrlBase( url );
  28820. }
  28821. } );
  28822. Loader.Handlers = {
  28823. add: function ( /* regex, loader */ ) {
  28824. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28825. },
  28826. get: function ( /* file */ ) {
  28827. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28828. }
  28829. };
  28830. function XHRLoader( manager ) {
  28831. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28832. return new FileLoader( manager );
  28833. }
  28834. function BinaryTextureLoader( manager ) {
  28835. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28836. return new DataTextureLoader( manager );
  28837. }
  28838. Object.assign( ObjectLoader.prototype, {
  28839. setTexturePath: function ( value ) {
  28840. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28841. return this.setResourcePath( value );
  28842. }
  28843. } );
  28844. //
  28845. Object.assign( Box2.prototype, {
  28846. center: function ( optionalTarget ) {
  28847. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28848. return this.getCenter( optionalTarget );
  28849. },
  28850. empty: function () {
  28851. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28852. return this.isEmpty();
  28853. },
  28854. isIntersectionBox: function ( box ) {
  28855. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28856. return this.intersectsBox( box );
  28857. },
  28858. size: function ( optionalTarget ) {
  28859. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28860. return this.getSize( optionalTarget );
  28861. }
  28862. } );
  28863. Object.assign( Box3.prototype, {
  28864. center: function ( optionalTarget ) {
  28865. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28866. return this.getCenter( optionalTarget );
  28867. },
  28868. empty: function () {
  28869. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28870. return this.isEmpty();
  28871. },
  28872. isIntersectionBox: function ( box ) {
  28873. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28874. return this.intersectsBox( box );
  28875. },
  28876. isIntersectionSphere: function ( sphere ) {
  28877. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28878. return this.intersectsSphere( sphere );
  28879. },
  28880. size: function ( optionalTarget ) {
  28881. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28882. return this.getSize( optionalTarget );
  28883. }
  28884. } );
  28885. Line3.prototype.center = function ( optionalTarget ) {
  28886. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28887. return this.getCenter( optionalTarget );
  28888. };
  28889. Object.assign( _Math, {
  28890. random16: function () {
  28891. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28892. return Math.random();
  28893. },
  28894. nearestPowerOfTwo: function ( value ) {
  28895. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28896. return _Math.floorPowerOfTwo( value );
  28897. },
  28898. nextPowerOfTwo: function ( value ) {
  28899. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28900. return _Math.ceilPowerOfTwo( value );
  28901. }
  28902. } );
  28903. Object.assign( Matrix3.prototype, {
  28904. flattenToArrayOffset: function ( array, offset ) {
  28905. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28906. return this.toArray( array, offset );
  28907. },
  28908. multiplyVector3: function ( vector ) {
  28909. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28910. return vector.applyMatrix3( this );
  28911. },
  28912. multiplyVector3Array: function ( /* a */ ) {
  28913. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28914. },
  28915. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28916. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28917. return this.applyToBufferAttribute( buffer );
  28918. },
  28919. applyToVector3Array: function ( /* array, offset, length */ ) {
  28920. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28921. }
  28922. } );
  28923. Object.assign( Matrix4.prototype, {
  28924. extractPosition: function ( m ) {
  28925. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28926. return this.copyPosition( m );
  28927. },
  28928. flattenToArrayOffset: function ( array, offset ) {
  28929. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28930. return this.toArray( array, offset );
  28931. },
  28932. getPosition: function () {
  28933. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28934. return new Vector3().setFromMatrixColumn( this, 3 );
  28935. },
  28936. setRotationFromQuaternion: function ( q ) {
  28937. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28938. return this.makeRotationFromQuaternion( q );
  28939. },
  28940. multiplyToArray: function () {
  28941. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28942. },
  28943. multiplyVector3: function ( vector ) {
  28944. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28945. return vector.applyMatrix4( this );
  28946. },
  28947. multiplyVector4: function ( vector ) {
  28948. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28949. return vector.applyMatrix4( this );
  28950. },
  28951. multiplyVector3Array: function ( /* a */ ) {
  28952. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28953. },
  28954. rotateAxis: function ( v ) {
  28955. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28956. v.transformDirection( this );
  28957. },
  28958. crossVector: function ( vector ) {
  28959. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28960. return vector.applyMatrix4( this );
  28961. },
  28962. translate: function () {
  28963. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28964. },
  28965. rotateX: function () {
  28966. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28967. },
  28968. rotateY: function () {
  28969. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28970. },
  28971. rotateZ: function () {
  28972. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28973. },
  28974. rotateByAxis: function () {
  28975. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28976. },
  28977. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28978. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28979. return this.applyToBufferAttribute( buffer );
  28980. },
  28981. applyToVector3Array: function ( /* array, offset, length */ ) {
  28982. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28983. },
  28984. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28985. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28986. return this.makePerspective( left, right, top, bottom, near, far );
  28987. }
  28988. } );
  28989. Plane.prototype.isIntersectionLine = function ( line ) {
  28990. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28991. return this.intersectsLine( line );
  28992. };
  28993. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28994. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28995. return vector.applyQuaternion( this );
  28996. };
  28997. Object.assign( Ray.prototype, {
  28998. isIntersectionBox: function ( box ) {
  28999. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29000. return this.intersectsBox( box );
  29001. },
  29002. isIntersectionPlane: function ( plane ) {
  29003. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29004. return this.intersectsPlane( plane );
  29005. },
  29006. isIntersectionSphere: function ( sphere ) {
  29007. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29008. return this.intersectsSphere( sphere );
  29009. }
  29010. } );
  29011. Object.assign( Triangle.prototype, {
  29012. area: function () {
  29013. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29014. return this.getArea();
  29015. },
  29016. barycoordFromPoint: function ( point, target ) {
  29017. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29018. return this.getBarycoord( point, target );
  29019. },
  29020. midpoint: function ( target ) {
  29021. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29022. return this.getMidpoint( target );
  29023. },
  29024. normal: function ( target ) {
  29025. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29026. return this.getNormal( target );
  29027. },
  29028. plane: function ( target ) {
  29029. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29030. return this.getPlane( target );
  29031. }
  29032. } );
  29033. Object.assign( Triangle, {
  29034. barycoordFromPoint: function ( point, a, b, c, target ) {
  29035. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29036. return Triangle.getBarycoord( point, a, b, c, target );
  29037. },
  29038. normal: function ( a, b, c, target ) {
  29039. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29040. return Triangle.getNormal( a, b, c, target );
  29041. }
  29042. } );
  29043. Object.assign( Shape.prototype, {
  29044. extractAllPoints: function ( divisions ) {
  29045. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29046. return this.extractPoints( divisions );
  29047. },
  29048. extrude: function ( options ) {
  29049. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29050. return new ExtrudeGeometry( this, options );
  29051. },
  29052. makeGeometry: function ( options ) {
  29053. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29054. return new ShapeGeometry( this, options );
  29055. }
  29056. } );
  29057. Object.assign( Vector2.prototype, {
  29058. fromAttribute: function ( attribute, index, offset ) {
  29059. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29060. return this.fromBufferAttribute( attribute, index, offset );
  29061. },
  29062. distanceToManhattan: function ( v ) {
  29063. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29064. return this.manhattanDistanceTo( v );
  29065. },
  29066. lengthManhattan: function () {
  29067. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29068. return this.manhattanLength();
  29069. }
  29070. } );
  29071. Object.assign( Vector3.prototype, {
  29072. setEulerFromRotationMatrix: function () {
  29073. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29074. },
  29075. setEulerFromQuaternion: function () {
  29076. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29077. },
  29078. getPositionFromMatrix: function ( m ) {
  29079. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29080. return this.setFromMatrixPosition( m );
  29081. },
  29082. getScaleFromMatrix: function ( m ) {
  29083. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29084. return this.setFromMatrixScale( m );
  29085. },
  29086. getColumnFromMatrix: function ( index, matrix ) {
  29087. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29088. return this.setFromMatrixColumn( matrix, index );
  29089. },
  29090. applyProjection: function ( m ) {
  29091. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29092. return this.applyMatrix4( m );
  29093. },
  29094. fromAttribute: function ( attribute, index, offset ) {
  29095. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29096. return this.fromBufferAttribute( attribute, index, offset );
  29097. },
  29098. distanceToManhattan: function ( v ) {
  29099. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29100. return this.manhattanDistanceTo( v );
  29101. },
  29102. lengthManhattan: function () {
  29103. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29104. return this.manhattanLength();
  29105. }
  29106. } );
  29107. Object.assign( Vector4.prototype, {
  29108. fromAttribute: function ( attribute, index, offset ) {
  29109. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29110. return this.fromBufferAttribute( attribute, index, offset );
  29111. },
  29112. lengthManhattan: function () {
  29113. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29114. return this.manhattanLength();
  29115. }
  29116. } );
  29117. //
  29118. Object.assign( Geometry.prototype, {
  29119. computeTangents: function () {
  29120. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29121. },
  29122. computeLineDistances: function () {
  29123. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29124. }
  29125. } );
  29126. Object.assign( Object3D.prototype, {
  29127. getChildByName: function ( name ) {
  29128. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29129. return this.getObjectByName( name );
  29130. },
  29131. renderDepth: function () {
  29132. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29133. },
  29134. translate: function ( distance, axis ) {
  29135. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29136. return this.translateOnAxis( axis, distance );
  29137. },
  29138. getWorldRotation: function () {
  29139. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29140. }
  29141. } );
  29142. Object.defineProperties( Object3D.prototype, {
  29143. eulerOrder: {
  29144. get: function () {
  29145. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29146. return this.rotation.order;
  29147. },
  29148. set: function ( value ) {
  29149. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29150. this.rotation.order = value;
  29151. }
  29152. },
  29153. useQuaternion: {
  29154. get: function () {
  29155. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29156. },
  29157. set: function () {
  29158. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29159. }
  29160. }
  29161. } );
  29162. Object.defineProperties( LOD.prototype, {
  29163. objects: {
  29164. get: function () {
  29165. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29166. return this.levels;
  29167. }
  29168. }
  29169. } );
  29170. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29171. get: function () {
  29172. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29173. },
  29174. set: function () {
  29175. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29176. }
  29177. } );
  29178. SkinnedMesh.prototype.initBones = function () {
  29179. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29180. };
  29181. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29182. get: function () {
  29183. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29184. return this.arcLengthDivisions;
  29185. },
  29186. set: function ( value ) {
  29187. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29188. this.arcLengthDivisions = value;
  29189. }
  29190. } );
  29191. //
  29192. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29193. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29194. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29195. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29196. this.setFocalLength( focalLength );
  29197. };
  29198. //
  29199. Object.defineProperties( Light.prototype, {
  29200. onlyShadow: {
  29201. set: function () {
  29202. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29203. }
  29204. },
  29205. shadowCameraFov: {
  29206. set: function ( value ) {
  29207. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29208. this.shadow.camera.fov = value;
  29209. }
  29210. },
  29211. shadowCameraLeft: {
  29212. set: function ( value ) {
  29213. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29214. this.shadow.camera.left = value;
  29215. }
  29216. },
  29217. shadowCameraRight: {
  29218. set: function ( value ) {
  29219. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29220. this.shadow.camera.right = value;
  29221. }
  29222. },
  29223. shadowCameraTop: {
  29224. set: function ( value ) {
  29225. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29226. this.shadow.camera.top = value;
  29227. }
  29228. },
  29229. shadowCameraBottom: {
  29230. set: function ( value ) {
  29231. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29232. this.shadow.camera.bottom = value;
  29233. }
  29234. },
  29235. shadowCameraNear: {
  29236. set: function ( value ) {
  29237. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29238. this.shadow.camera.near = value;
  29239. }
  29240. },
  29241. shadowCameraFar: {
  29242. set: function ( value ) {
  29243. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29244. this.shadow.camera.far = value;
  29245. }
  29246. },
  29247. shadowCameraVisible: {
  29248. set: function () {
  29249. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29250. }
  29251. },
  29252. shadowBias: {
  29253. set: function ( value ) {
  29254. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29255. this.shadow.bias = value;
  29256. }
  29257. },
  29258. shadowDarkness: {
  29259. set: function () {
  29260. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29261. }
  29262. },
  29263. shadowMapWidth: {
  29264. set: function ( value ) {
  29265. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29266. this.shadow.mapSize.width = value;
  29267. }
  29268. },
  29269. shadowMapHeight: {
  29270. set: function ( value ) {
  29271. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29272. this.shadow.mapSize.height = value;
  29273. }
  29274. }
  29275. } );
  29276. //
  29277. Object.defineProperties( BufferAttribute.prototype, {
  29278. length: {
  29279. get: function () {
  29280. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29281. return this.array.length;
  29282. }
  29283. },
  29284. dynamic: {
  29285. get: function () {
  29286. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29287. return this.usage === DynamicDrawUsage;
  29288. },
  29289. set: function ( /* value */ ) {
  29290. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29291. this.setUsage( DynamicDrawUsage );
  29292. }
  29293. }
  29294. } );
  29295. Object.assign( BufferAttribute.prototype, {
  29296. setDynamic: function ( value ) {
  29297. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29298. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29299. return this;
  29300. },
  29301. copyIndicesArray: function ( /* indices */ ) {
  29302. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29303. },
  29304. setArray: function ( /* array */ ) {
  29305. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29306. }
  29307. } );
  29308. Object.assign( BufferGeometry.prototype, {
  29309. addIndex: function ( index ) {
  29310. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29311. this.setIndex( index );
  29312. },
  29313. addAttribute: function ( name, attribute ) {
  29314. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29315. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29316. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29317. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29318. }
  29319. if ( name === 'index' ) {
  29320. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29321. this.setIndex( attribute );
  29322. return this;
  29323. }
  29324. return this.setAttribute( name, attribute );
  29325. },
  29326. addDrawCall: function ( start, count, indexOffset ) {
  29327. if ( indexOffset !== undefined ) {
  29328. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29329. }
  29330. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29331. this.addGroup( start, count );
  29332. },
  29333. clearDrawCalls: function () {
  29334. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29335. this.clearGroups();
  29336. },
  29337. computeTangents: function () {
  29338. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29339. },
  29340. computeOffsets: function () {
  29341. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29342. },
  29343. removeAttribute: function ( name ) {
  29344. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29345. return this.deleteAttribute( name );
  29346. }
  29347. } );
  29348. Object.defineProperties( BufferGeometry.prototype, {
  29349. drawcalls: {
  29350. get: function () {
  29351. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29352. return this.groups;
  29353. }
  29354. },
  29355. offsets: {
  29356. get: function () {
  29357. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29358. return this.groups;
  29359. }
  29360. }
  29361. } );
  29362. Object.defineProperties( InterleavedBuffer.prototype, {
  29363. dynamic: {
  29364. get: function () {
  29365. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29366. return this.usage === DynamicDrawUsage;
  29367. },
  29368. set: function ( value ) {
  29369. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29370. this.setUsage( value );
  29371. }
  29372. }
  29373. } );
  29374. Object.assign( InterleavedBuffer.prototype, {
  29375. setDynamic: function ( value ) {
  29376. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29377. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29378. return this;
  29379. },
  29380. setArray: function ( /* array */ ) {
  29381. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29382. }
  29383. } );
  29384. //
  29385. Object.assign( ExtrudeBufferGeometry.prototype, {
  29386. getArrays: function () {
  29387. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29388. },
  29389. addShapeList: function () {
  29390. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29391. },
  29392. addShape: function () {
  29393. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29394. }
  29395. } );
  29396. //
  29397. Object.defineProperties( Uniform.prototype, {
  29398. dynamic: {
  29399. set: function () {
  29400. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29401. }
  29402. },
  29403. onUpdate: {
  29404. value: function () {
  29405. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29406. return this;
  29407. }
  29408. }
  29409. } );
  29410. //
  29411. Object.defineProperties( Material.prototype, {
  29412. wrapAround: {
  29413. get: function () {
  29414. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29415. },
  29416. set: function () {
  29417. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29418. }
  29419. },
  29420. overdraw: {
  29421. get: function () {
  29422. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29423. },
  29424. set: function () {
  29425. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29426. }
  29427. },
  29428. wrapRGB: {
  29429. get: function () {
  29430. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29431. return new Color();
  29432. }
  29433. },
  29434. shading: {
  29435. get: function () {
  29436. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29437. },
  29438. set: function ( value ) {
  29439. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29440. this.flatShading = ( value === FlatShading );
  29441. }
  29442. },
  29443. stencilMask: {
  29444. get: function () {
  29445. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29446. return this.stencilFuncMask;
  29447. },
  29448. set: function ( value ) {
  29449. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29450. this.stencilFuncMask = value;
  29451. }
  29452. }
  29453. } );
  29454. Object.defineProperties( MeshPhongMaterial.prototype, {
  29455. metal: {
  29456. get: function () {
  29457. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29458. return false;
  29459. },
  29460. set: function () {
  29461. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29462. }
  29463. }
  29464. } );
  29465. Object.defineProperties( ShaderMaterial.prototype, {
  29466. derivatives: {
  29467. get: function () {
  29468. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29469. return this.extensions.derivatives;
  29470. },
  29471. set: function ( value ) {
  29472. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29473. this.extensions.derivatives = value;
  29474. }
  29475. }
  29476. } );
  29477. //
  29478. Object.assign( WebGLRenderer.prototype, {
  29479. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29480. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29481. this.setRenderTarget( renderTarget );
  29482. this.clear( color, depth, stencil );
  29483. },
  29484. animate: function ( callback ) {
  29485. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29486. this.setAnimationLoop( callback );
  29487. },
  29488. getCurrentRenderTarget: function () {
  29489. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29490. return this.getRenderTarget();
  29491. },
  29492. getMaxAnisotropy: function () {
  29493. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29494. return this.capabilities.getMaxAnisotropy();
  29495. },
  29496. getPrecision: function () {
  29497. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29498. return this.capabilities.precision;
  29499. },
  29500. resetGLState: function () {
  29501. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29502. return this.state.reset();
  29503. },
  29504. supportsFloatTextures: function () {
  29505. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29506. return this.extensions.get( 'OES_texture_float' );
  29507. },
  29508. supportsHalfFloatTextures: function () {
  29509. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29510. return this.extensions.get( 'OES_texture_half_float' );
  29511. },
  29512. supportsStandardDerivatives: function () {
  29513. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29514. return this.extensions.get( 'OES_standard_derivatives' );
  29515. },
  29516. supportsCompressedTextureS3TC: function () {
  29517. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29518. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29519. },
  29520. supportsCompressedTexturePVRTC: function () {
  29521. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29522. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29523. },
  29524. supportsBlendMinMax: function () {
  29525. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29526. return this.extensions.get( 'EXT_blend_minmax' );
  29527. },
  29528. supportsVertexTextures: function () {
  29529. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29530. return this.capabilities.vertexTextures;
  29531. },
  29532. supportsInstancedArrays: function () {
  29533. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29534. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29535. },
  29536. enableScissorTest: function ( boolean ) {
  29537. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29538. this.setScissorTest( boolean );
  29539. },
  29540. initMaterial: function () {
  29541. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29542. },
  29543. addPrePlugin: function () {
  29544. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29545. },
  29546. addPostPlugin: function () {
  29547. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29548. },
  29549. updateShadowMap: function () {
  29550. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29551. },
  29552. setFaceCulling: function () {
  29553. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29554. },
  29555. allocTextureUnit: function () {
  29556. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29557. },
  29558. setTexture: function () {
  29559. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29560. },
  29561. setTexture2D: function () {
  29562. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29563. },
  29564. setTextureCube: function () {
  29565. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29566. },
  29567. getActiveMipMapLevel: function () {
  29568. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29569. return this.getActiveMipmapLevel();
  29570. }
  29571. } );
  29572. Object.defineProperties( WebGLRenderer.prototype, {
  29573. shadowMapEnabled: {
  29574. get: function () {
  29575. return this.shadowMap.enabled;
  29576. },
  29577. set: function ( value ) {
  29578. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29579. this.shadowMap.enabled = value;
  29580. }
  29581. },
  29582. shadowMapType: {
  29583. get: function () {
  29584. return this.shadowMap.type;
  29585. },
  29586. set: function ( value ) {
  29587. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29588. this.shadowMap.type = value;
  29589. }
  29590. },
  29591. shadowMapCullFace: {
  29592. get: function () {
  29593. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29594. return undefined;
  29595. },
  29596. set: function ( /* value */ ) {
  29597. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29598. }
  29599. },
  29600. context: {
  29601. get: function () {
  29602. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29603. return this.getContext();
  29604. }
  29605. }
  29606. } );
  29607. Object.defineProperties( WebGLShadowMap.prototype, {
  29608. cullFace: {
  29609. get: function () {
  29610. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29611. return undefined;
  29612. },
  29613. set: function ( /* cullFace */ ) {
  29614. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29615. }
  29616. },
  29617. renderReverseSided: {
  29618. get: function () {
  29619. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29620. return undefined;
  29621. },
  29622. set: function () {
  29623. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29624. }
  29625. },
  29626. renderSingleSided: {
  29627. get: function () {
  29628. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29629. return undefined;
  29630. },
  29631. set: function () {
  29632. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29633. }
  29634. }
  29635. } );
  29636. //
  29637. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29638. activeCubeFace: {
  29639. set: function ( /* value */ ) {
  29640. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29641. }
  29642. },
  29643. activeMipMapLevel: {
  29644. set: function ( /* value */ ) {
  29645. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29646. }
  29647. }
  29648. } );
  29649. //
  29650. Object.defineProperties( WebGLRenderTarget.prototype, {
  29651. wrapS: {
  29652. get: function () {
  29653. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29654. return this.texture.wrapS;
  29655. },
  29656. set: function ( value ) {
  29657. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29658. this.texture.wrapS = value;
  29659. }
  29660. },
  29661. wrapT: {
  29662. get: function () {
  29663. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29664. return this.texture.wrapT;
  29665. },
  29666. set: function ( value ) {
  29667. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29668. this.texture.wrapT = value;
  29669. }
  29670. },
  29671. magFilter: {
  29672. get: function () {
  29673. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29674. return this.texture.magFilter;
  29675. },
  29676. set: function ( value ) {
  29677. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29678. this.texture.magFilter = value;
  29679. }
  29680. },
  29681. minFilter: {
  29682. get: function () {
  29683. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29684. return this.texture.minFilter;
  29685. },
  29686. set: function ( value ) {
  29687. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29688. this.texture.minFilter = value;
  29689. }
  29690. },
  29691. anisotropy: {
  29692. get: function () {
  29693. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29694. return this.texture.anisotropy;
  29695. },
  29696. set: function ( value ) {
  29697. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29698. this.texture.anisotropy = value;
  29699. }
  29700. },
  29701. offset: {
  29702. get: function () {
  29703. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29704. return this.texture.offset;
  29705. },
  29706. set: function ( value ) {
  29707. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29708. this.texture.offset = value;
  29709. }
  29710. },
  29711. repeat: {
  29712. get: function () {
  29713. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29714. return this.texture.repeat;
  29715. },
  29716. set: function ( value ) {
  29717. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29718. this.texture.repeat = value;
  29719. }
  29720. },
  29721. format: {
  29722. get: function () {
  29723. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29724. return this.texture.format;
  29725. },
  29726. set: function ( value ) {
  29727. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29728. this.texture.format = value;
  29729. }
  29730. },
  29731. type: {
  29732. get: function () {
  29733. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29734. return this.texture.type;
  29735. },
  29736. set: function ( value ) {
  29737. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29738. this.texture.type = value;
  29739. }
  29740. },
  29741. generateMipmaps: {
  29742. get: function () {
  29743. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29744. return this.texture.generateMipmaps;
  29745. },
  29746. set: function ( value ) {
  29747. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29748. this.texture.generateMipmaps = value;
  29749. }
  29750. }
  29751. } );
  29752. //
  29753. Object.defineProperties( WebVRManager.prototype, {
  29754. standing: {
  29755. set: function ( /* value */ ) {
  29756. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29757. }
  29758. },
  29759. userHeight: {
  29760. set: function ( /* value */ ) {
  29761. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29762. }
  29763. }
  29764. } );
  29765. //
  29766. Object.defineProperties( Audio.prototype, {
  29767. load: {
  29768. value: function ( file ) {
  29769. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29770. var scope = this;
  29771. var audioLoader = new AudioLoader();
  29772. audioLoader.load( file, function ( buffer ) {
  29773. scope.setBuffer( buffer );
  29774. } );
  29775. return this;
  29776. }
  29777. },
  29778. startTime: {
  29779. set: function () {
  29780. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29781. }
  29782. }
  29783. } );
  29784. AudioAnalyser.prototype.getData = function () {
  29785. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29786. return this.getFrequencyData();
  29787. };
  29788. //
  29789. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29790. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29791. return this.update( renderer, scene );
  29792. };
  29793. //
  29794. var GeometryUtils = {
  29795. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29796. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29797. var matrix;
  29798. if ( geometry2.isMesh ) {
  29799. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29800. matrix = geometry2.matrix;
  29801. geometry2 = geometry2.geometry;
  29802. }
  29803. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29804. },
  29805. center: function ( geometry ) {
  29806. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29807. return geometry.center();
  29808. }
  29809. };
  29810. ImageUtils.crossOrigin = undefined;
  29811. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29812. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29813. var loader = new TextureLoader();
  29814. loader.setCrossOrigin( this.crossOrigin );
  29815. var texture = loader.load( url, onLoad, undefined, onError );
  29816. if ( mapping ) { texture.mapping = mapping; }
  29817. return texture;
  29818. };
  29819. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29820. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29821. var loader = new CubeTextureLoader();
  29822. loader.setCrossOrigin( this.crossOrigin );
  29823. var texture = loader.load( urls, onLoad, undefined, onError );
  29824. if ( mapping ) { texture.mapping = mapping; }
  29825. return texture;
  29826. };
  29827. ImageUtils.loadCompressedTexture = function () {
  29828. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29829. };
  29830. ImageUtils.loadCompressedTextureCube = function () {
  29831. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29832. };
  29833. //
  29834. function CanvasRenderer() {
  29835. console.error( 'THREE.CanvasRenderer has been removed' );
  29836. }
  29837. //
  29838. function JSONLoader() {
  29839. console.error( 'THREE.JSONLoader has been removed.' );
  29840. }
  29841. //
  29842. var SceneUtils = {
  29843. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29844. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29845. },
  29846. detach: function ( /* child, parent, scene */ ) {
  29847. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29848. },
  29849. attach: function ( /* child, scene, parent */ ) {
  29850. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29851. }
  29852. };
  29853. //
  29854. function LensFlare() {
  29855. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29856. }
  29857. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29858. /* eslint-disable no-undef */
  29859. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29860. revision: REVISION,
  29861. } } ) );
  29862. /* eslint-enable no-undef */
  29863. }
  29864. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29865. exports.AddEquation = AddEquation;
  29866. exports.AddOperation = AddOperation;
  29867. exports.AdditiveBlending = AdditiveBlending;
  29868. exports.AlphaFormat = AlphaFormat;
  29869. exports.AlwaysDepth = AlwaysDepth;
  29870. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29871. exports.AmbientLight = AmbientLight;
  29872. exports.AmbientLightProbe = AmbientLightProbe;
  29873. exports.AnimationClip = AnimationClip;
  29874. exports.AnimationLoader = AnimationLoader;
  29875. exports.AnimationMixer = AnimationMixer;
  29876. exports.AnimationObjectGroup = AnimationObjectGroup;
  29877. exports.AnimationUtils = AnimationUtils;
  29878. exports.ArcCurve = ArcCurve;
  29879. exports.ArrayCamera = ArrayCamera;
  29880. exports.ArrowHelper = ArrowHelper;
  29881. exports.Audio = Audio;
  29882. exports.AudioAnalyser = AudioAnalyser;
  29883. exports.AudioContext = AudioContext;
  29884. exports.AudioListener = AudioListener;
  29885. exports.AudioLoader = AudioLoader;
  29886. exports.AxesHelper = AxesHelper;
  29887. exports.AxisHelper = AxisHelper;
  29888. exports.BackSide = BackSide;
  29889. exports.BasicDepthPacking = BasicDepthPacking;
  29890. exports.BasicShadowMap = BasicShadowMap;
  29891. exports.BinaryTextureLoader = BinaryTextureLoader;
  29892. exports.Bone = Bone;
  29893. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29894. exports.BoundingBoxHelper = BoundingBoxHelper;
  29895. exports.Box2 = Box2;
  29896. exports.Box3 = Box3;
  29897. exports.Box3Helper = Box3Helper;
  29898. exports.BoxBufferGeometry = BoxBufferGeometry;
  29899. exports.BoxGeometry = BoxGeometry;
  29900. exports.BoxHelper = BoxHelper;
  29901. exports.BufferAttribute = BufferAttribute;
  29902. exports.BufferGeometry = BufferGeometry;
  29903. exports.BufferGeometryLoader = BufferGeometryLoader;
  29904. exports.ByteType = ByteType;
  29905. exports.Cache = Cache;
  29906. exports.Camera = Camera;
  29907. exports.CameraHelper = CameraHelper;
  29908. exports.CanvasRenderer = CanvasRenderer;
  29909. exports.CanvasTexture = CanvasTexture;
  29910. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29911. exports.CineonToneMapping = CineonToneMapping;
  29912. exports.CircleBufferGeometry = CircleBufferGeometry;
  29913. exports.CircleGeometry = CircleGeometry;
  29914. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29915. exports.Clock = Clock;
  29916. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29917. exports.Color = Color;
  29918. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29919. exports.CompressedTexture = CompressedTexture;
  29920. exports.CompressedTextureLoader = CompressedTextureLoader;
  29921. exports.ConeBufferGeometry = ConeBufferGeometry;
  29922. exports.ConeGeometry = ConeGeometry;
  29923. exports.CubeCamera = CubeCamera;
  29924. exports.CubeGeometry = BoxGeometry;
  29925. exports.CubeReflectionMapping = CubeReflectionMapping;
  29926. exports.CubeRefractionMapping = CubeRefractionMapping;
  29927. exports.CubeTexture = CubeTexture;
  29928. exports.CubeTextureLoader = CubeTextureLoader;
  29929. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29930. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29931. exports.CubicBezierCurve = CubicBezierCurve;
  29932. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29933. exports.CubicInterpolant = CubicInterpolant;
  29934. exports.CullFaceBack = CullFaceBack;
  29935. exports.CullFaceFront = CullFaceFront;
  29936. exports.CullFaceFrontBack = CullFaceFrontBack;
  29937. exports.CullFaceNone = CullFaceNone;
  29938. exports.Curve = Curve;
  29939. exports.CurvePath = CurvePath;
  29940. exports.CustomBlending = CustomBlending;
  29941. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29942. exports.CylinderGeometry = CylinderGeometry;
  29943. exports.Cylindrical = Cylindrical;
  29944. exports.DataTexture = DataTexture;
  29945. exports.DataTexture2DArray = DataTexture2DArray;
  29946. exports.DataTexture3D = DataTexture3D;
  29947. exports.DataTextureLoader = DataTextureLoader;
  29948. exports.DecrementStencilOp = DecrementStencilOp;
  29949. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29950. exports.DefaultLoadingManager = DefaultLoadingManager;
  29951. exports.DepthFormat = DepthFormat;
  29952. exports.DepthStencilFormat = DepthStencilFormat;
  29953. exports.DepthTexture = DepthTexture;
  29954. exports.DirectionalLight = DirectionalLight;
  29955. exports.DirectionalLightHelper = DirectionalLightHelper;
  29956. exports.DirectionalLightShadow = DirectionalLightShadow;
  29957. exports.DiscreteInterpolant = DiscreteInterpolant;
  29958. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29959. exports.DodecahedronGeometry = DodecahedronGeometry;
  29960. exports.DoubleSide = DoubleSide;
  29961. exports.DstAlphaFactor = DstAlphaFactor;
  29962. exports.DstColorFactor = DstColorFactor;
  29963. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29964. exports.DynamicCopyUsage = DynamicCopyUsage;
  29965. exports.DynamicDrawUsage = DynamicDrawUsage;
  29966. exports.DynamicReadUsage = DynamicReadUsage;
  29967. exports.EdgesGeometry = EdgesGeometry;
  29968. exports.EdgesHelper = EdgesHelper;
  29969. exports.EllipseCurve = EllipseCurve;
  29970. exports.EqualDepth = EqualDepth;
  29971. exports.EqualStencilFunc = EqualStencilFunc;
  29972. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29973. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29974. exports.Euler = Euler;
  29975. exports.EventDispatcher = EventDispatcher;
  29976. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29977. exports.ExtrudeGeometry = ExtrudeGeometry;
  29978. exports.Face3 = Face3;
  29979. exports.Face4 = Face4;
  29980. exports.FaceColors = FaceColors;
  29981. exports.FaceNormalsHelper = FaceNormalsHelper;
  29982. exports.FileLoader = FileLoader;
  29983. exports.FlatShading = FlatShading;
  29984. exports.Float32Attribute = Float32Attribute;
  29985. exports.Float32BufferAttribute = Float32BufferAttribute;
  29986. exports.Float64Attribute = Float64Attribute;
  29987. exports.Float64BufferAttribute = Float64BufferAttribute;
  29988. exports.FloatType = FloatType;
  29989. exports.Fog = Fog;
  29990. exports.FogExp2 = FogExp2;
  29991. exports.Font = Font;
  29992. exports.FontLoader = FontLoader;
  29993. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29994. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29995. exports.FrontSide = FrontSide;
  29996. exports.Frustum = Frustum;
  29997. exports.GammaEncoding = GammaEncoding;
  29998. exports.Geometry = Geometry;
  29999. exports.GeometryUtils = GeometryUtils;
  30000. exports.GreaterDepth = GreaterDepth;
  30001. exports.GreaterEqualDepth = GreaterEqualDepth;
  30002. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30003. exports.GreaterStencilFunc = GreaterStencilFunc;
  30004. exports.GridHelper = GridHelper;
  30005. exports.Group = Group;
  30006. exports.HalfFloatType = HalfFloatType;
  30007. exports.HemisphereLight = HemisphereLight;
  30008. exports.HemisphereLightHelper = HemisphereLightHelper;
  30009. exports.HemisphereLightProbe = HemisphereLightProbe;
  30010. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30011. exports.IcosahedronGeometry = IcosahedronGeometry;
  30012. exports.ImageBitmapLoader = ImageBitmapLoader;
  30013. exports.ImageLoader = ImageLoader;
  30014. exports.ImageUtils = ImageUtils;
  30015. exports.ImmediateRenderObject = ImmediateRenderObject;
  30016. exports.IncrementStencilOp = IncrementStencilOp;
  30017. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30018. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30019. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30020. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30021. exports.InstancedMesh = InstancedMesh;
  30022. exports.Int16Attribute = Int16Attribute;
  30023. exports.Int16BufferAttribute = Int16BufferAttribute;
  30024. exports.Int32Attribute = Int32Attribute;
  30025. exports.Int32BufferAttribute = Int32BufferAttribute;
  30026. exports.Int8Attribute = Int8Attribute;
  30027. exports.Int8BufferAttribute = Int8BufferAttribute;
  30028. exports.IntType = IntType;
  30029. exports.InterleavedBuffer = InterleavedBuffer;
  30030. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30031. exports.Interpolant = Interpolant;
  30032. exports.InterpolateDiscrete = InterpolateDiscrete;
  30033. exports.InterpolateLinear = InterpolateLinear;
  30034. exports.InterpolateSmooth = InterpolateSmooth;
  30035. exports.InvertStencilOp = InvertStencilOp;
  30036. exports.JSONLoader = JSONLoader;
  30037. exports.KeepStencilOp = KeepStencilOp;
  30038. exports.KeyframeTrack = KeyframeTrack;
  30039. exports.LOD = LOD;
  30040. exports.LatheBufferGeometry = LatheBufferGeometry;
  30041. exports.LatheGeometry = LatheGeometry;
  30042. exports.Layers = Layers;
  30043. exports.LensFlare = LensFlare;
  30044. exports.LessDepth = LessDepth;
  30045. exports.LessEqualDepth = LessEqualDepth;
  30046. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30047. exports.LessStencilFunc = LessStencilFunc;
  30048. exports.Light = Light;
  30049. exports.LightProbe = LightProbe;
  30050. exports.LightProbeHelper = LightProbeHelper;
  30051. exports.LightShadow = LightShadow;
  30052. exports.Line = Line;
  30053. exports.Line3 = Line3;
  30054. exports.LineBasicMaterial = LineBasicMaterial;
  30055. exports.LineCurve = LineCurve;
  30056. exports.LineCurve3 = LineCurve3;
  30057. exports.LineDashedMaterial = LineDashedMaterial;
  30058. exports.LineLoop = LineLoop;
  30059. exports.LinePieces = LinePieces;
  30060. exports.LineSegments = LineSegments;
  30061. exports.LineStrip = LineStrip;
  30062. exports.LinearEncoding = LinearEncoding;
  30063. exports.LinearFilter = LinearFilter;
  30064. exports.LinearInterpolant = LinearInterpolant;
  30065. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30066. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30067. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30068. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30069. exports.LinearToneMapping = LinearToneMapping;
  30070. exports.Loader = Loader;
  30071. exports.LoaderUtils = LoaderUtils;
  30072. exports.LoadingManager = LoadingManager;
  30073. exports.LogLuvEncoding = LogLuvEncoding;
  30074. exports.LoopOnce = LoopOnce;
  30075. exports.LoopPingPong = LoopPingPong;
  30076. exports.LoopRepeat = LoopRepeat;
  30077. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30078. exports.LuminanceFormat = LuminanceFormat;
  30079. exports.MOUSE = MOUSE;
  30080. exports.Material = Material;
  30081. exports.MaterialLoader = MaterialLoader;
  30082. exports.Math = _Math;
  30083. exports.Matrix3 = Matrix3;
  30084. exports.Matrix4 = Matrix4;
  30085. exports.MaxEquation = MaxEquation;
  30086. exports.Mesh = Mesh;
  30087. exports.MeshBasicMaterial = MeshBasicMaterial;
  30088. exports.MeshDepthMaterial = MeshDepthMaterial;
  30089. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30090. exports.MeshFaceMaterial = MeshFaceMaterial;
  30091. exports.MeshLambertMaterial = MeshLambertMaterial;
  30092. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30093. exports.MeshNormalMaterial = MeshNormalMaterial;
  30094. exports.MeshPhongMaterial = MeshPhongMaterial;
  30095. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30096. exports.MeshStandardMaterial = MeshStandardMaterial;
  30097. exports.MeshToonMaterial = MeshToonMaterial;
  30098. exports.MinEquation = MinEquation;
  30099. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30100. exports.MixOperation = MixOperation;
  30101. exports.MultiMaterial = MultiMaterial;
  30102. exports.MultiplyBlending = MultiplyBlending;
  30103. exports.MultiplyOperation = MultiplyOperation;
  30104. exports.NearestFilter = NearestFilter;
  30105. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30106. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30107. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30108. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30109. exports.NeverDepth = NeverDepth;
  30110. exports.NeverStencilFunc = NeverStencilFunc;
  30111. exports.NoBlending = NoBlending;
  30112. exports.NoColors = NoColors;
  30113. exports.NoToneMapping = NoToneMapping;
  30114. exports.NormalBlending = NormalBlending;
  30115. exports.NotEqualDepth = NotEqualDepth;
  30116. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30117. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30118. exports.Object3D = Object3D;
  30119. exports.ObjectLoader = ObjectLoader;
  30120. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30121. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30122. exports.OctahedronGeometry = OctahedronGeometry;
  30123. exports.OneFactor = OneFactor;
  30124. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30125. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30126. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30127. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30128. exports.OrthographicCamera = OrthographicCamera;
  30129. exports.PCFShadowMap = PCFShadowMap;
  30130. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30131. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30132. exports.ParametricGeometry = ParametricGeometry;
  30133. exports.Particle = Particle;
  30134. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30135. exports.ParticleSystem = ParticleSystem;
  30136. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30137. exports.Path = Path;
  30138. exports.PerspectiveCamera = PerspectiveCamera;
  30139. exports.Plane = Plane;
  30140. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30141. exports.PlaneGeometry = PlaneGeometry;
  30142. exports.PlaneHelper = PlaneHelper;
  30143. exports.PointCloud = PointCloud;
  30144. exports.PointCloudMaterial = PointCloudMaterial;
  30145. exports.PointLight = PointLight;
  30146. exports.PointLightHelper = PointLightHelper;
  30147. exports.Points = Points;
  30148. exports.PointsMaterial = PointsMaterial;
  30149. exports.PolarGridHelper = PolarGridHelper;
  30150. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30151. exports.PolyhedronGeometry = PolyhedronGeometry;
  30152. exports.PositionalAudio = PositionalAudio;
  30153. exports.PositionalAudioHelper = PositionalAudioHelper;
  30154. exports.PropertyBinding = PropertyBinding;
  30155. exports.PropertyMixer = PropertyMixer;
  30156. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30157. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30158. exports.Quaternion = Quaternion;
  30159. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30160. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30161. exports.REVISION = REVISION;
  30162. exports.RGBADepthPacking = RGBADepthPacking;
  30163. exports.RGBAFormat = RGBAFormat;
  30164. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30165. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30166. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30167. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30168. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30169. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30170. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30171. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30172. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30173. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30174. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30175. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30176. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30177. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30178. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30179. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30180. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30181. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30182. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30183. exports.RGBDEncoding = RGBDEncoding;
  30184. exports.RGBEEncoding = RGBEEncoding;
  30185. exports.RGBEFormat = RGBEFormat;
  30186. exports.RGBFormat = RGBFormat;
  30187. exports.RGBM16Encoding = RGBM16Encoding;
  30188. exports.RGBM7Encoding = RGBM7Encoding;
  30189. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30190. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30191. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30192. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30193. exports.RawShaderMaterial = RawShaderMaterial;
  30194. exports.Ray = Ray;
  30195. exports.Raycaster = Raycaster;
  30196. exports.RectAreaLight = RectAreaLight;
  30197. exports.RectAreaLightHelper = RectAreaLightHelper;
  30198. exports.RedFormat = RedFormat;
  30199. exports.ReinhardToneMapping = ReinhardToneMapping;
  30200. exports.RepeatWrapping = RepeatWrapping;
  30201. exports.ReplaceStencilOp = ReplaceStencilOp;
  30202. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30203. exports.RingBufferGeometry = RingBufferGeometry;
  30204. exports.RingGeometry = RingGeometry;
  30205. exports.Scene = Scene;
  30206. exports.SceneUtils = SceneUtils;
  30207. exports.ShaderChunk = ShaderChunk;
  30208. exports.ShaderLib = ShaderLib;
  30209. exports.ShaderMaterial = ShaderMaterial;
  30210. exports.ShadowMaterial = ShadowMaterial;
  30211. exports.Shape = Shape;
  30212. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30213. exports.ShapeGeometry = ShapeGeometry;
  30214. exports.ShapePath = ShapePath;
  30215. exports.ShapeUtils = ShapeUtils;
  30216. exports.ShortType = ShortType;
  30217. exports.Skeleton = Skeleton;
  30218. exports.SkeletonHelper = SkeletonHelper;
  30219. exports.SkinnedMesh = SkinnedMesh;
  30220. exports.SmoothShading = SmoothShading;
  30221. exports.Sphere = Sphere;
  30222. exports.SphereBufferGeometry = SphereBufferGeometry;
  30223. exports.SphereGeometry = SphereGeometry;
  30224. exports.Spherical = Spherical;
  30225. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30226. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30227. exports.Spline = Spline;
  30228. exports.SplineCurve = SplineCurve;
  30229. exports.SplineCurve3 = SplineCurve3;
  30230. exports.SpotLight = SpotLight;
  30231. exports.SpotLightHelper = SpotLightHelper;
  30232. exports.SpotLightShadow = SpotLightShadow;
  30233. exports.Sprite = Sprite;
  30234. exports.SpriteMaterial = SpriteMaterial;
  30235. exports.SrcAlphaFactor = SrcAlphaFactor;
  30236. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30237. exports.SrcColorFactor = SrcColorFactor;
  30238. exports.StaticCopyUsage = StaticCopyUsage;
  30239. exports.StaticDrawUsage = StaticDrawUsage;
  30240. exports.StaticReadUsage = StaticReadUsage;
  30241. exports.StereoCamera = StereoCamera;
  30242. exports.StreamCopyUsage = StreamCopyUsage;
  30243. exports.StreamDrawUsage = StreamDrawUsage;
  30244. exports.StreamReadUsage = StreamReadUsage;
  30245. exports.StringKeyframeTrack = StringKeyframeTrack;
  30246. exports.SubtractEquation = SubtractEquation;
  30247. exports.SubtractiveBlending = SubtractiveBlending;
  30248. exports.TOUCH = TOUCH;
  30249. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30250. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30251. exports.TetrahedronGeometry = TetrahedronGeometry;
  30252. exports.TextBufferGeometry = TextBufferGeometry;
  30253. exports.TextGeometry = TextGeometry;
  30254. exports.Texture = Texture;
  30255. exports.TextureLoader = TextureLoader;
  30256. exports.TorusBufferGeometry = TorusBufferGeometry;
  30257. exports.TorusGeometry = TorusGeometry;
  30258. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30259. exports.TorusKnotGeometry = TorusKnotGeometry;
  30260. exports.Triangle = Triangle;
  30261. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30262. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30263. exports.TrianglesDrawMode = TrianglesDrawMode;
  30264. exports.TubeBufferGeometry = TubeBufferGeometry;
  30265. exports.TubeGeometry = TubeGeometry;
  30266. exports.UVMapping = UVMapping;
  30267. exports.Uint16Attribute = Uint16Attribute;
  30268. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30269. exports.Uint32Attribute = Uint32Attribute;
  30270. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30271. exports.Uint8Attribute = Uint8Attribute;
  30272. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30273. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30274. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30275. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30276. exports.Uniform = Uniform;
  30277. exports.UniformsLib = UniformsLib;
  30278. exports.UniformsUtils = UniformsUtils;
  30279. exports.UnsignedByteType = UnsignedByteType;
  30280. exports.UnsignedInt248Type = UnsignedInt248Type;
  30281. exports.UnsignedIntType = UnsignedIntType;
  30282. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30283. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30284. exports.UnsignedShort565Type = UnsignedShort565Type;
  30285. exports.UnsignedShortType = UnsignedShortType;
  30286. exports.VSMShadowMap = VSMShadowMap;
  30287. exports.Vector2 = Vector2;
  30288. exports.Vector3 = Vector3;
  30289. exports.Vector4 = Vector4;
  30290. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30291. exports.Vertex = Vertex;
  30292. exports.VertexColors = VertexColors;
  30293. exports.VertexNormalsHelper = VertexNormalsHelper;
  30294. exports.VideoTexture = VideoTexture;
  30295. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30296. exports.WebGLRenderTarget = WebGLRenderTarget;
  30297. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30298. exports.WebGLRenderer = WebGLRenderer;
  30299. exports.WebGLUtils = WebGLUtils;
  30300. exports.WireframeGeometry = WireframeGeometry;
  30301. exports.WireframeHelper = WireframeHelper;
  30302. exports.WrapAroundEnding = WrapAroundEnding;
  30303. exports.XHRLoader = XHRLoader;
  30304. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30305. exports.ZeroFactor = ZeroFactor;
  30306. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30307. exports.ZeroStencilOp = ZeroStencilOp;
  30308. exports.sRGBEncoding = sRGBEncoding;
  30309. Object.defineProperty(exports, '__esModule', { value: true });
  30310. })));