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 = '112dev';
  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 RedIntegerFormat = 1029;
  157. var RGFormat = 1030;
  158. var RGIntegerFormat = 1031;
  159. var RGBIntegerFormat = 1032;
  160. var RGBAIntegerFormat = 1033;
  161. var RGB_S3TC_DXT1_Format = 33776;
  162. var RGBA_S3TC_DXT1_Format = 33777;
  163. var RGBA_S3TC_DXT3_Format = 33778;
  164. var RGBA_S3TC_DXT5_Format = 33779;
  165. var RGB_PVRTC_4BPPV1_Format = 35840;
  166. var RGB_PVRTC_2BPPV1_Format = 35841;
  167. var RGBA_PVRTC_4BPPV1_Format = 35842;
  168. var RGBA_PVRTC_2BPPV1_Format = 35843;
  169. var RGB_ETC1_Format = 36196;
  170. var RGBA_ASTC_4x4_Format = 37808;
  171. var RGBA_ASTC_5x4_Format = 37809;
  172. var RGBA_ASTC_5x5_Format = 37810;
  173. var RGBA_ASTC_6x5_Format = 37811;
  174. var RGBA_ASTC_6x6_Format = 37812;
  175. var RGBA_ASTC_8x5_Format = 37813;
  176. var RGBA_ASTC_8x6_Format = 37814;
  177. var RGBA_ASTC_8x8_Format = 37815;
  178. var RGBA_ASTC_10x5_Format = 37816;
  179. var RGBA_ASTC_10x6_Format = 37817;
  180. var RGBA_ASTC_10x8_Format = 37818;
  181. var RGBA_ASTC_10x10_Format = 37819;
  182. var RGBA_ASTC_12x10_Format = 37820;
  183. var RGBA_ASTC_12x12_Format = 37821;
  184. var LoopOnce = 2200;
  185. var LoopRepeat = 2201;
  186. var LoopPingPong = 2202;
  187. var InterpolateDiscrete = 2300;
  188. var InterpolateLinear = 2301;
  189. var InterpolateSmooth = 2302;
  190. var ZeroCurvatureEnding = 2400;
  191. var ZeroSlopeEnding = 2401;
  192. var WrapAroundEnding = 2402;
  193. var TrianglesDrawMode = 0;
  194. var TriangleStripDrawMode = 1;
  195. var TriangleFanDrawMode = 2;
  196. var LinearEncoding = 3000;
  197. var sRGBEncoding = 3001;
  198. var GammaEncoding = 3007;
  199. var RGBEEncoding = 3002;
  200. var LogLuvEncoding = 3003;
  201. var RGBM7Encoding = 3004;
  202. var RGBM16Encoding = 3005;
  203. var RGBDEncoding = 3006;
  204. var BasicDepthPacking = 3200;
  205. var RGBADepthPacking = 3201;
  206. var TangentSpaceNormalMap = 0;
  207. var ObjectSpaceNormalMap = 1;
  208. var ZeroStencilOp = 0;
  209. var KeepStencilOp = 7680;
  210. var ReplaceStencilOp = 7681;
  211. var IncrementStencilOp = 7682;
  212. var DecrementStencilOp = 7683;
  213. var IncrementWrapStencilOp = 34055;
  214. var DecrementWrapStencilOp = 34056;
  215. var InvertStencilOp = 5386;
  216. var NeverStencilFunc = 512;
  217. var LessStencilFunc = 513;
  218. var EqualStencilFunc = 514;
  219. var LessEqualStencilFunc = 515;
  220. var GreaterStencilFunc = 516;
  221. var NotEqualStencilFunc = 517;
  222. var GreaterEqualStencilFunc = 518;
  223. var AlwaysStencilFunc = 519;
  224. var StaticDrawUsage = 35044;
  225. var DynamicDrawUsage = 35048;
  226. var StreamDrawUsage = 35040;
  227. var StaticReadUsage = 35045;
  228. var DynamicReadUsage = 35049;
  229. var StreamReadUsage = 35041;
  230. var StaticCopyUsage = 35046;
  231. var DynamicCopyUsage = 35050;
  232. var StreamCopyUsage = 35042;
  233. /**
  234. * https://github.com/mrdoob/eventdispatcher.js/
  235. */
  236. function EventDispatcher() {}
  237. Object.assign( EventDispatcher.prototype, {
  238. addEventListener: function ( type, listener ) {
  239. if ( this._listeners === undefined ) { this._listeners = {}; }
  240. var listeners = this._listeners;
  241. if ( listeners[ type ] === undefined ) {
  242. listeners[ type ] = [];
  243. }
  244. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  245. listeners[ type ].push( listener );
  246. }
  247. },
  248. hasEventListener: function ( type, listener ) {
  249. if ( this._listeners === undefined ) { return false; }
  250. var listeners = this._listeners;
  251. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  252. },
  253. removeEventListener: function ( type, listener ) {
  254. if ( this._listeners === undefined ) { return; }
  255. var listeners = this._listeners;
  256. var listenerArray = listeners[ type ];
  257. if ( listenerArray !== undefined ) {
  258. var index = listenerArray.indexOf( listener );
  259. if ( index !== - 1 ) {
  260. listenerArray.splice( index, 1 );
  261. }
  262. }
  263. },
  264. dispatchEvent: function ( event ) {
  265. if ( this._listeners === undefined ) { return; }
  266. var listeners = this._listeners;
  267. var listenerArray = listeners[ event.type ];
  268. if ( listenerArray !== undefined ) {
  269. event.target = this;
  270. var array = listenerArray.slice( 0 );
  271. for ( var i = 0, l = array.length; i < l; i ++ ) {
  272. array[ i ].call( this, event );
  273. }
  274. }
  275. }
  276. } );
  277. /**
  278. * @author alteredq / http://alteredqualia.com/
  279. * @author mrdoob / http://mrdoob.com/
  280. */
  281. var _lut = [];
  282. for ( var i = 0; i < 256; i ++ ) {
  283. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  284. }
  285. var _Math = {
  286. DEG2RAD: Math.PI / 180,
  287. RAD2DEG: 180 / Math.PI,
  288. generateUUID: function () {
  289. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  290. var d0 = Math.random() * 0xffffffff | 0;
  291. var d1 = Math.random() * 0xffffffff | 0;
  292. var d2 = Math.random() * 0xffffffff | 0;
  293. var d3 = Math.random() * 0xffffffff | 0;
  294. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  295. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  296. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  297. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  298. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  299. return uuid.toUpperCase();
  300. },
  301. clamp: function ( value, min, max ) {
  302. return Math.max( min, Math.min( max, value ) );
  303. },
  304. // compute euclidian modulo of m % n
  305. // https://en.wikipedia.org/wiki/Modulo_operation
  306. euclideanModulo: function ( n, m ) {
  307. return ( ( n % m ) + m ) % m;
  308. },
  309. // Linear mapping from range <a1, a2> to range <b1, b2>
  310. mapLinear: function ( x, a1, a2, b1, b2 ) {
  311. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  312. },
  313. // https://en.wikipedia.org/wiki/Linear_interpolation
  314. lerp: function ( x, y, t ) {
  315. return ( 1 - t ) * x + t * y;
  316. },
  317. // http://en.wikipedia.org/wiki/Smoothstep
  318. smoothstep: function ( x, min, max ) {
  319. if ( x <= min ) { return 0; }
  320. if ( x >= max ) { return 1; }
  321. x = ( x - min ) / ( max - min );
  322. return x * x * ( 3 - 2 * x );
  323. },
  324. smootherstep: function ( x, min, max ) {
  325. if ( x <= min ) { return 0; }
  326. if ( x >= max ) { return 1; }
  327. x = ( x - min ) / ( max - min );
  328. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  329. },
  330. // Random integer from <low, high> interval
  331. randInt: function ( low, high ) {
  332. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  333. },
  334. // Random float from <low, high> interval
  335. randFloat: function ( low, high ) {
  336. return low + Math.random() * ( high - low );
  337. },
  338. // Random float from <-range/2, range/2> interval
  339. randFloatSpread: function ( range ) {
  340. return range * ( 0.5 - Math.random() );
  341. },
  342. degToRad: function ( degrees ) {
  343. return degrees * _Math.DEG2RAD;
  344. },
  345. radToDeg: function ( radians ) {
  346. return radians * _Math.RAD2DEG;
  347. },
  348. isPowerOfTwo: function ( value ) {
  349. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  350. },
  351. ceilPowerOfTwo: function ( value ) {
  352. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  353. },
  354. floorPowerOfTwo: function ( value ) {
  355. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  356. }
  357. };
  358. /**
  359. * @author mrdoob / http://mrdoob.com/
  360. * @author philogb / http://blog.thejit.org/
  361. * @author egraether / http://egraether.com/
  362. * @author zz85 / http://www.lab4games.net/zz85/blog
  363. */
  364. function Vector2( x, y ) {
  365. this.x = x || 0;
  366. this.y = y || 0;
  367. }
  368. Object.defineProperties( Vector2.prototype, {
  369. "width": {
  370. get: function () {
  371. return this.x;
  372. },
  373. set: function ( value ) {
  374. this.x = value;
  375. }
  376. },
  377. "height": {
  378. get: function () {
  379. return this.y;
  380. },
  381. set: function ( value ) {
  382. this.y = value;
  383. }
  384. }
  385. } );
  386. Object.assign( Vector2.prototype, {
  387. isVector2: true,
  388. set: function ( x, y ) {
  389. this.x = x;
  390. this.y = y;
  391. return this;
  392. },
  393. setScalar: function ( scalar ) {
  394. this.x = scalar;
  395. this.y = scalar;
  396. return this;
  397. },
  398. setX: function ( x ) {
  399. this.x = x;
  400. return this;
  401. },
  402. setY: function ( y ) {
  403. this.y = y;
  404. return this;
  405. },
  406. setComponent: function ( index, value ) {
  407. switch ( index ) {
  408. case 0: this.x = value; break;
  409. case 1: this.y = value; break;
  410. default: throw new Error( 'index is out of range: ' + index );
  411. }
  412. return this;
  413. },
  414. getComponent: function ( index ) {
  415. switch ( index ) {
  416. case 0: return this.x;
  417. case 1: return this.y;
  418. default: throw new Error( 'index is out of range: ' + index );
  419. }
  420. },
  421. clone: function () {
  422. return new this.constructor( this.x, this.y );
  423. },
  424. copy: function ( v ) {
  425. this.x = v.x;
  426. this.y = v.y;
  427. return this;
  428. },
  429. add: function ( v, w ) {
  430. if ( w !== undefined ) {
  431. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  432. return this.addVectors( v, w );
  433. }
  434. this.x += v.x;
  435. this.y += v.y;
  436. return this;
  437. },
  438. addScalar: function ( s ) {
  439. this.x += s;
  440. this.y += s;
  441. return this;
  442. },
  443. addVectors: function ( a, b ) {
  444. this.x = a.x + b.x;
  445. this.y = a.y + b.y;
  446. return this;
  447. },
  448. addScaledVector: function ( v, s ) {
  449. this.x += v.x * s;
  450. this.y += v.y * s;
  451. return this;
  452. },
  453. sub: function ( v, w ) {
  454. if ( w !== undefined ) {
  455. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  456. return this.subVectors( v, w );
  457. }
  458. this.x -= v.x;
  459. this.y -= v.y;
  460. return this;
  461. },
  462. subScalar: function ( s ) {
  463. this.x -= s;
  464. this.y -= s;
  465. return this;
  466. },
  467. subVectors: function ( a, b ) {
  468. this.x = a.x - b.x;
  469. this.y = a.y - b.y;
  470. return this;
  471. },
  472. multiply: function ( v ) {
  473. this.x *= v.x;
  474. this.y *= v.y;
  475. return this;
  476. },
  477. multiplyScalar: function ( scalar ) {
  478. this.x *= scalar;
  479. this.y *= scalar;
  480. return this;
  481. },
  482. divide: function ( v ) {
  483. this.x /= v.x;
  484. this.y /= v.y;
  485. return this;
  486. },
  487. divideScalar: function ( scalar ) {
  488. return this.multiplyScalar( 1 / scalar );
  489. },
  490. applyMatrix3: function ( m ) {
  491. var x = this.x, y = this.y;
  492. var e = m.elements;
  493. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  494. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  495. return this;
  496. },
  497. min: function ( v ) {
  498. this.x = Math.min( this.x, v.x );
  499. this.y = Math.min( this.y, v.y );
  500. return this;
  501. },
  502. max: function ( v ) {
  503. this.x = Math.max( this.x, v.x );
  504. this.y = Math.max( this.y, v.y );
  505. return this;
  506. },
  507. clamp: function ( min, max ) {
  508. // assumes min < max, componentwise
  509. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  510. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  511. return this;
  512. },
  513. clampScalar: function ( minVal, maxVal ) {
  514. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  515. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  516. return this;
  517. },
  518. clampLength: function ( min, max ) {
  519. var length = this.length();
  520. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  521. },
  522. floor: function () {
  523. this.x = Math.floor( this.x );
  524. this.y = Math.floor( this.y );
  525. return this;
  526. },
  527. ceil: function () {
  528. this.x = Math.ceil( this.x );
  529. this.y = Math.ceil( this.y );
  530. return this;
  531. },
  532. round: function () {
  533. this.x = Math.round( this.x );
  534. this.y = Math.round( this.y );
  535. return this;
  536. },
  537. roundToZero: function () {
  538. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  539. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  540. return this;
  541. },
  542. negate: function () {
  543. this.x = - this.x;
  544. this.y = - this.y;
  545. return this;
  546. },
  547. dot: function ( v ) {
  548. return this.x * v.x + this.y * v.y;
  549. },
  550. cross: function ( v ) {
  551. return this.x * v.y - this.y * v.x;
  552. },
  553. lengthSq: function () {
  554. return this.x * this.x + this.y * this.y;
  555. },
  556. length: function () {
  557. return Math.sqrt( this.x * this.x + this.y * this.y );
  558. },
  559. manhattanLength: function () {
  560. return Math.abs( this.x ) + Math.abs( this.y );
  561. },
  562. normalize: function () {
  563. return this.divideScalar( this.length() || 1 );
  564. },
  565. angle: function () {
  566. // computes the angle in radians with respect to the positive x-axis
  567. var angle = Math.atan2( this.y, this.x );
  568. if ( angle < 0 ) { angle += 2 * Math.PI; }
  569. return angle;
  570. },
  571. distanceTo: function ( v ) {
  572. return Math.sqrt( this.distanceToSquared( v ) );
  573. },
  574. distanceToSquared: function ( v ) {
  575. var dx = this.x - v.x, dy = this.y - v.y;
  576. return dx * dx + dy * dy;
  577. },
  578. manhattanDistanceTo: function ( v ) {
  579. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  580. },
  581. setLength: function ( length ) {
  582. return this.normalize().multiplyScalar( length );
  583. },
  584. lerp: function ( v, alpha ) {
  585. this.x += ( v.x - this.x ) * alpha;
  586. this.y += ( v.y - this.y ) * alpha;
  587. return this;
  588. },
  589. lerpVectors: function ( v1, v2, alpha ) {
  590. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  591. },
  592. equals: function ( v ) {
  593. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  594. },
  595. fromArray: function ( array, offset ) {
  596. if ( offset === undefined ) { offset = 0; }
  597. this.x = array[ offset ];
  598. this.y = array[ offset + 1 ];
  599. return this;
  600. },
  601. toArray: function ( array, offset ) {
  602. if ( array === undefined ) { array = []; }
  603. if ( offset === undefined ) { offset = 0; }
  604. array[ offset ] = this.x;
  605. array[ offset + 1 ] = this.y;
  606. return array;
  607. },
  608. fromBufferAttribute: function ( attribute, index, offset ) {
  609. if ( offset !== undefined ) {
  610. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  611. }
  612. this.x = attribute.getX( index );
  613. this.y = attribute.getY( index );
  614. return this;
  615. },
  616. rotateAround: function ( center, angle ) {
  617. var c = Math.cos( angle ), s = Math.sin( angle );
  618. var x = this.x - center.x;
  619. var y = this.y - center.y;
  620. this.x = x * c - y * s + center.x;
  621. this.y = x * s + y * c + center.y;
  622. return this;
  623. }
  624. } );
  625. /**
  626. * @author mikael emtinger / http://gomo.se/
  627. * @author alteredq / http://alteredqualia.com/
  628. * @author WestLangley / http://github.com/WestLangley
  629. * @author bhouston / http://clara.io
  630. */
  631. function Quaternion( x, y, z, w ) {
  632. this._x = x || 0;
  633. this._y = y || 0;
  634. this._z = z || 0;
  635. this._w = ( w !== undefined ) ? w : 1;
  636. }
  637. Object.assign( Quaternion, {
  638. slerp: function ( qa, qb, qm, t ) {
  639. return qm.copy( qa ).slerp( qb, t );
  640. },
  641. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  642. // fuzz-free, array-based Quaternion SLERP operation
  643. var x0 = src0[ srcOffset0 + 0 ],
  644. y0 = src0[ srcOffset0 + 1 ],
  645. z0 = src0[ srcOffset0 + 2 ],
  646. w0 = src0[ srcOffset0 + 3 ],
  647. x1 = src1[ srcOffset1 + 0 ],
  648. y1 = src1[ srcOffset1 + 1 ],
  649. z1 = src1[ srcOffset1 + 2 ],
  650. w1 = src1[ srcOffset1 + 3 ];
  651. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  652. var s = 1 - t,
  653. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  654. dir = ( cos >= 0 ? 1 : - 1 ),
  655. sqrSin = 1 - cos * cos;
  656. // Skip the Slerp for tiny steps to avoid numeric problems:
  657. if ( sqrSin > Number.EPSILON ) {
  658. var sin = Math.sqrt( sqrSin ),
  659. len = Math.atan2( sin, cos * dir );
  660. s = Math.sin( s * len ) / sin;
  661. t = Math.sin( t * len ) / sin;
  662. }
  663. var tDir = t * dir;
  664. x0 = x0 * s + x1 * tDir;
  665. y0 = y0 * s + y1 * tDir;
  666. z0 = z0 * s + z1 * tDir;
  667. w0 = w0 * s + w1 * tDir;
  668. // Normalize in case we just did a lerp:
  669. if ( s === 1 - t ) {
  670. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  671. x0 *= f;
  672. y0 *= f;
  673. z0 *= f;
  674. w0 *= f;
  675. }
  676. }
  677. dst[ dstOffset ] = x0;
  678. dst[ dstOffset + 1 ] = y0;
  679. dst[ dstOffset + 2 ] = z0;
  680. dst[ dstOffset + 3 ] = w0;
  681. }
  682. } );
  683. Object.defineProperties( Quaternion.prototype, {
  684. x: {
  685. get: function () {
  686. return this._x;
  687. },
  688. set: function ( value ) {
  689. this._x = value;
  690. this._onChangeCallback();
  691. }
  692. },
  693. y: {
  694. get: function () {
  695. return this._y;
  696. },
  697. set: function ( value ) {
  698. this._y = value;
  699. this._onChangeCallback();
  700. }
  701. },
  702. z: {
  703. get: function () {
  704. return this._z;
  705. },
  706. set: function ( value ) {
  707. this._z = value;
  708. this._onChangeCallback();
  709. }
  710. },
  711. w: {
  712. get: function () {
  713. return this._w;
  714. },
  715. set: function ( value ) {
  716. this._w = value;
  717. this._onChangeCallback();
  718. }
  719. }
  720. } );
  721. Object.assign( Quaternion.prototype, {
  722. isQuaternion: true,
  723. set: function ( x, y, z, w ) {
  724. this._x = x;
  725. this._y = y;
  726. this._z = z;
  727. this._w = w;
  728. this._onChangeCallback();
  729. return this;
  730. },
  731. clone: function () {
  732. return new this.constructor( this._x, this._y, this._z, this._w );
  733. },
  734. copy: function ( quaternion ) {
  735. this._x = quaternion.x;
  736. this._y = quaternion.y;
  737. this._z = quaternion.z;
  738. this._w = quaternion.w;
  739. this._onChangeCallback();
  740. return this;
  741. },
  742. setFromEuler: function ( euler, update ) {
  743. if ( ! ( euler && euler.isEuler ) ) {
  744. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  745. }
  746. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  747. // http://www.mathworks.com/matlabcentral/fileexchange/
  748. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  749. // content/SpinCalc.m
  750. var cos = Math.cos;
  751. var sin = Math.sin;
  752. var c1 = cos( x / 2 );
  753. var c2 = cos( y / 2 );
  754. var c3 = cos( z / 2 );
  755. var s1 = sin( x / 2 );
  756. var s2 = sin( y / 2 );
  757. var s3 = sin( z / 2 );
  758. if ( order === 'XYZ' ) {
  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 === 'YXZ' ) {
  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 === 'ZXY' ) {
  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 === 'ZYX' ) {
  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 === 'YZX' ) {
  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. } else if ( order === 'XZY' ) {
  784. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  785. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  786. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  787. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  788. }
  789. if ( update !== false ) { this._onChangeCallback(); }
  790. return this;
  791. },
  792. setFromAxisAngle: function ( axis, angle ) {
  793. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  794. // assumes axis is normalized
  795. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  796. this._x = axis.x * s;
  797. this._y = axis.y * s;
  798. this._z = axis.z * s;
  799. this._w = Math.cos( halfAngle );
  800. this._onChangeCallback();
  801. return this;
  802. },
  803. setFromRotationMatrix: function ( m ) {
  804. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  805. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  806. var te = m.elements,
  807. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  808. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  809. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  810. trace = m11 + m22 + m33,
  811. s;
  812. if ( trace > 0 ) {
  813. s = 0.5 / Math.sqrt( trace + 1.0 );
  814. this._w = 0.25 / s;
  815. this._x = ( m32 - m23 ) * s;
  816. this._y = ( m13 - m31 ) * s;
  817. this._z = ( m21 - m12 ) * s;
  818. } else if ( m11 > m22 && m11 > m33 ) {
  819. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  820. this._w = ( m32 - m23 ) / s;
  821. this._x = 0.25 * s;
  822. this._y = ( m12 + m21 ) / s;
  823. this._z = ( m13 + m31 ) / s;
  824. } else if ( m22 > m33 ) {
  825. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  826. this._w = ( m13 - m31 ) / s;
  827. this._x = ( m12 + m21 ) / s;
  828. this._y = 0.25 * s;
  829. this._z = ( m23 + m32 ) / s;
  830. } else {
  831. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  832. this._w = ( m21 - m12 ) / s;
  833. this._x = ( m13 + m31 ) / s;
  834. this._y = ( m23 + m32 ) / s;
  835. this._z = 0.25 * s;
  836. }
  837. this._onChangeCallback();
  838. return this;
  839. },
  840. setFromUnitVectors: function ( vFrom, vTo ) {
  841. // assumes direction vectors vFrom and vTo are normalized
  842. var EPS = 0.000001;
  843. var r = vFrom.dot( vTo ) + 1;
  844. if ( r < EPS ) {
  845. r = 0;
  846. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  847. this._x = - vFrom.y;
  848. this._y = vFrom.x;
  849. this._z = 0;
  850. this._w = r;
  851. } else {
  852. this._x = 0;
  853. this._y = - vFrom.z;
  854. this._z = vFrom.y;
  855. this._w = r;
  856. }
  857. } else {
  858. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  859. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  860. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  861. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  862. this._w = r;
  863. }
  864. return this.normalize();
  865. },
  866. angleTo: function ( q ) {
  867. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  868. },
  869. rotateTowards: function ( q, step ) {
  870. var angle = this.angleTo( q );
  871. if ( angle === 0 ) { return this; }
  872. var t = Math.min( 1, step / angle );
  873. this.slerp( q, t );
  874. return this;
  875. },
  876. inverse: function () {
  877. // quaternion is assumed to have unit length
  878. return this.conjugate();
  879. },
  880. conjugate: function () {
  881. this._x *= - 1;
  882. this._y *= - 1;
  883. this._z *= - 1;
  884. this._onChangeCallback();
  885. return this;
  886. },
  887. dot: function ( v ) {
  888. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  889. },
  890. lengthSq: function () {
  891. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  892. },
  893. length: function () {
  894. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  895. },
  896. normalize: function () {
  897. var l = this.length();
  898. if ( l === 0 ) {
  899. this._x = 0;
  900. this._y = 0;
  901. this._z = 0;
  902. this._w = 1;
  903. } else {
  904. l = 1 / l;
  905. this._x = this._x * l;
  906. this._y = this._y * l;
  907. this._z = this._z * l;
  908. this._w = this._w * l;
  909. }
  910. this._onChangeCallback();
  911. return this;
  912. },
  913. multiply: function ( q, p ) {
  914. if ( p !== undefined ) {
  915. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  916. return this.multiplyQuaternions( q, p );
  917. }
  918. return this.multiplyQuaternions( this, q );
  919. },
  920. premultiply: function ( q ) {
  921. return this.multiplyQuaternions( q, this );
  922. },
  923. multiplyQuaternions: function ( a, b ) {
  924. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  925. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  926. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  927. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  928. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  929. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  930. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  931. this._onChangeCallback();
  932. return this;
  933. },
  934. slerp: function ( qb, t ) {
  935. if ( t === 0 ) { return this; }
  936. if ( t === 1 ) { return this.copy( qb ); }
  937. var x = this._x, y = this._y, z = this._z, w = this._w;
  938. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  939. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  940. if ( cosHalfTheta < 0 ) {
  941. this._w = - qb._w;
  942. this._x = - qb._x;
  943. this._y = - qb._y;
  944. this._z = - qb._z;
  945. cosHalfTheta = - cosHalfTheta;
  946. } else {
  947. this.copy( qb );
  948. }
  949. if ( cosHalfTheta >= 1.0 ) {
  950. this._w = w;
  951. this._x = x;
  952. this._y = y;
  953. this._z = z;
  954. return this;
  955. }
  956. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  957. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  958. var s = 1 - t;
  959. this._w = s * w + t * this._w;
  960. this._x = s * x + t * this._x;
  961. this._y = s * y + t * this._y;
  962. this._z = s * z + t * this._z;
  963. this.normalize();
  964. this._onChangeCallback();
  965. return this;
  966. }
  967. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  968. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  969. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  970. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  971. this._w = ( w * ratioA + this._w * ratioB );
  972. this._x = ( x * ratioA + this._x * ratioB );
  973. this._y = ( y * ratioA + this._y * ratioB );
  974. this._z = ( z * ratioA + this._z * ratioB );
  975. this._onChangeCallback();
  976. return this;
  977. },
  978. equals: function ( quaternion ) {
  979. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  980. },
  981. fromArray: function ( array, offset ) {
  982. if ( offset === undefined ) { offset = 0; }
  983. this._x = array[ offset ];
  984. this._y = array[ offset + 1 ];
  985. this._z = array[ offset + 2 ];
  986. this._w = array[ offset + 3 ];
  987. this._onChangeCallback();
  988. return this;
  989. },
  990. toArray: function ( array, offset ) {
  991. if ( array === undefined ) { array = []; }
  992. if ( offset === undefined ) { offset = 0; }
  993. array[ offset ] = this._x;
  994. array[ offset + 1 ] = this._y;
  995. array[ offset + 2 ] = this._z;
  996. array[ offset + 3 ] = this._w;
  997. return array;
  998. },
  999. _onChange: function ( callback ) {
  1000. this._onChangeCallback = callback;
  1001. return this;
  1002. },
  1003. _onChangeCallback: function () {}
  1004. } );
  1005. /**
  1006. * @author mrdoob / http://mrdoob.com/
  1007. * @author kile / http://kile.stravaganza.org/
  1008. * @author philogb / http://blog.thejit.org/
  1009. * @author mikael emtinger / http://gomo.se/
  1010. * @author egraether / http://egraether.com/
  1011. * @author WestLangley / http://github.com/WestLangley
  1012. */
  1013. var _vector = new Vector3();
  1014. var _quaternion = new Quaternion();
  1015. function Vector3( x, y, z ) {
  1016. this.x = x || 0;
  1017. this.y = y || 0;
  1018. this.z = z || 0;
  1019. }
  1020. Object.assign( Vector3.prototype, {
  1021. isVector3: true,
  1022. set: function ( x, y, z ) {
  1023. this.x = x;
  1024. this.y = y;
  1025. this.z = z;
  1026. return this;
  1027. },
  1028. setScalar: function ( scalar ) {
  1029. this.x = scalar;
  1030. this.y = scalar;
  1031. this.z = scalar;
  1032. return this;
  1033. },
  1034. setX: function ( x ) {
  1035. this.x = x;
  1036. return this;
  1037. },
  1038. setY: function ( y ) {
  1039. this.y = y;
  1040. return this;
  1041. },
  1042. setZ: function ( z ) {
  1043. this.z = z;
  1044. return this;
  1045. },
  1046. setComponent: function ( index, value ) {
  1047. switch ( index ) {
  1048. case 0: this.x = value; break;
  1049. case 1: this.y = value; break;
  1050. case 2: this.z = value; break;
  1051. default: throw new Error( 'index is out of range: ' + index );
  1052. }
  1053. return this;
  1054. },
  1055. getComponent: function ( index ) {
  1056. switch ( index ) {
  1057. case 0: return this.x;
  1058. case 1: return this.y;
  1059. case 2: return this.z;
  1060. default: throw new Error( 'index is out of range: ' + index );
  1061. }
  1062. },
  1063. clone: function () {
  1064. return new this.constructor( this.x, this.y, this.z );
  1065. },
  1066. copy: function ( v ) {
  1067. this.x = v.x;
  1068. this.y = v.y;
  1069. this.z = v.z;
  1070. return this;
  1071. },
  1072. add: function ( v, w ) {
  1073. if ( w !== undefined ) {
  1074. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1075. return this.addVectors( v, w );
  1076. }
  1077. this.x += v.x;
  1078. this.y += v.y;
  1079. this.z += v.z;
  1080. return this;
  1081. },
  1082. addScalar: function ( s ) {
  1083. this.x += s;
  1084. this.y += s;
  1085. this.z += s;
  1086. return this;
  1087. },
  1088. addVectors: function ( a, b ) {
  1089. this.x = a.x + b.x;
  1090. this.y = a.y + b.y;
  1091. this.z = a.z + b.z;
  1092. return this;
  1093. },
  1094. addScaledVector: function ( v, s ) {
  1095. this.x += v.x * s;
  1096. this.y += v.y * s;
  1097. this.z += v.z * s;
  1098. return this;
  1099. },
  1100. sub: function ( v, w ) {
  1101. if ( w !== undefined ) {
  1102. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1103. return this.subVectors( v, w );
  1104. }
  1105. this.x -= v.x;
  1106. this.y -= v.y;
  1107. this.z -= v.z;
  1108. return this;
  1109. },
  1110. subScalar: function ( s ) {
  1111. this.x -= s;
  1112. this.y -= s;
  1113. this.z -= s;
  1114. return this;
  1115. },
  1116. subVectors: function ( a, b ) {
  1117. this.x = a.x - b.x;
  1118. this.y = a.y - b.y;
  1119. this.z = a.z - b.z;
  1120. return this;
  1121. },
  1122. multiply: function ( v, w ) {
  1123. if ( w !== undefined ) {
  1124. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1125. return this.multiplyVectors( v, w );
  1126. }
  1127. this.x *= v.x;
  1128. this.y *= v.y;
  1129. this.z *= v.z;
  1130. return this;
  1131. },
  1132. multiplyScalar: function ( scalar ) {
  1133. this.x *= scalar;
  1134. this.y *= scalar;
  1135. this.z *= scalar;
  1136. return this;
  1137. },
  1138. multiplyVectors: function ( a, b ) {
  1139. this.x = a.x * b.x;
  1140. this.y = a.y * b.y;
  1141. this.z = a.z * b.z;
  1142. return this;
  1143. },
  1144. applyEuler: function ( euler ) {
  1145. if ( ! ( euler && euler.isEuler ) ) {
  1146. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1147. }
  1148. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1149. },
  1150. applyAxisAngle: function ( axis, angle ) {
  1151. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1152. },
  1153. applyMatrix3: function ( m ) {
  1154. var x = this.x, y = this.y, z = this.z;
  1155. var e = m.elements;
  1156. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1157. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1158. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1159. return this;
  1160. },
  1161. applyNormalMatrix: function ( m ) {
  1162. return this.applyMatrix3( m ).normalize();
  1163. },
  1164. applyMatrix4: function ( m ) {
  1165. var x = this.x, y = this.y, z = this.z;
  1166. var e = m.elements;
  1167. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1168. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1169. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1170. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1171. return this;
  1172. },
  1173. applyQuaternion: function ( q ) {
  1174. var x = this.x, y = this.y, z = this.z;
  1175. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1176. // calculate quat * vector
  1177. var ix = qw * x + qy * z - qz * y;
  1178. var iy = qw * y + qz * x - qx * z;
  1179. var iz = qw * z + qx * y - qy * x;
  1180. var iw = - qx * x - qy * y - qz * z;
  1181. // calculate result * inverse quat
  1182. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1183. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1184. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1185. return this;
  1186. },
  1187. project: function ( camera ) {
  1188. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1189. },
  1190. unproject: function ( camera ) {
  1191. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1192. },
  1193. transformDirection: function ( m ) {
  1194. // input: THREE.Matrix4 affine matrix
  1195. // vector interpreted as a direction
  1196. var x = this.x, y = this.y, z = this.z;
  1197. var e = m.elements;
  1198. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1199. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1200. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1201. return this.normalize();
  1202. },
  1203. divide: function ( v ) {
  1204. this.x /= v.x;
  1205. this.y /= v.y;
  1206. this.z /= v.z;
  1207. return this;
  1208. },
  1209. divideScalar: function ( scalar ) {
  1210. return this.multiplyScalar( 1 / scalar );
  1211. },
  1212. min: function ( v ) {
  1213. this.x = Math.min( this.x, v.x );
  1214. this.y = Math.min( this.y, v.y );
  1215. this.z = Math.min( this.z, v.z );
  1216. return this;
  1217. },
  1218. max: function ( v ) {
  1219. this.x = Math.max( this.x, v.x );
  1220. this.y = Math.max( this.y, v.y );
  1221. this.z = Math.max( this.z, v.z );
  1222. return this;
  1223. },
  1224. clamp: function ( min, max ) {
  1225. // assumes min < max, componentwise
  1226. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1227. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1228. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1229. return this;
  1230. },
  1231. clampScalar: function ( minVal, maxVal ) {
  1232. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1233. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1234. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1235. return this;
  1236. },
  1237. clampLength: function ( min, max ) {
  1238. var length = this.length();
  1239. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1240. },
  1241. floor: function () {
  1242. this.x = Math.floor( this.x );
  1243. this.y = Math.floor( this.y );
  1244. this.z = Math.floor( this.z );
  1245. return this;
  1246. },
  1247. ceil: function () {
  1248. this.x = Math.ceil( this.x );
  1249. this.y = Math.ceil( this.y );
  1250. this.z = Math.ceil( this.z );
  1251. return this;
  1252. },
  1253. round: function () {
  1254. this.x = Math.round( this.x );
  1255. this.y = Math.round( this.y );
  1256. this.z = Math.round( this.z );
  1257. return this;
  1258. },
  1259. roundToZero: function () {
  1260. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1261. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1262. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1263. return this;
  1264. },
  1265. negate: function () {
  1266. this.x = - this.x;
  1267. this.y = - this.y;
  1268. this.z = - this.z;
  1269. return this;
  1270. },
  1271. dot: function ( v ) {
  1272. return this.x * v.x + this.y * v.y + this.z * v.z;
  1273. },
  1274. // TODO lengthSquared?
  1275. lengthSq: function () {
  1276. return this.x * this.x + this.y * this.y + this.z * this.z;
  1277. },
  1278. length: function () {
  1279. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1280. },
  1281. manhattanLength: function () {
  1282. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1283. },
  1284. normalize: function () {
  1285. return this.divideScalar( this.length() || 1 );
  1286. },
  1287. setLength: function ( length ) {
  1288. return this.normalize().multiplyScalar( length );
  1289. },
  1290. lerp: function ( v, alpha ) {
  1291. this.x += ( v.x - this.x ) * alpha;
  1292. this.y += ( v.y - this.y ) * alpha;
  1293. this.z += ( v.z - this.z ) * alpha;
  1294. return this;
  1295. },
  1296. lerpVectors: function ( v1, v2, alpha ) {
  1297. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1298. },
  1299. cross: function ( v, w ) {
  1300. if ( w !== undefined ) {
  1301. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1302. return this.crossVectors( v, w );
  1303. }
  1304. return this.crossVectors( this, v );
  1305. },
  1306. crossVectors: function ( a, b ) {
  1307. var ax = a.x, ay = a.y, az = a.z;
  1308. var bx = b.x, by = b.y, bz = b.z;
  1309. this.x = ay * bz - az * by;
  1310. this.y = az * bx - ax * bz;
  1311. this.z = ax * by - ay * bx;
  1312. return this;
  1313. },
  1314. projectOnVector: function ( v ) {
  1315. // v cannot be the zero v
  1316. var scalar = v.dot( this ) / v.lengthSq();
  1317. return this.copy( v ).multiplyScalar( scalar );
  1318. },
  1319. projectOnPlane: function ( planeNormal ) {
  1320. _vector.copy( this ).projectOnVector( planeNormal );
  1321. return this.sub( _vector );
  1322. },
  1323. reflect: function ( normal ) {
  1324. // reflect incident vector off plane orthogonal to normal
  1325. // normal is assumed to have unit length
  1326. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1327. },
  1328. angleTo: function ( v ) {
  1329. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1330. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1331. var theta = this.dot( v ) / denominator;
  1332. // clamp, to handle numerical problems
  1333. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1334. },
  1335. distanceTo: function ( v ) {
  1336. return Math.sqrt( this.distanceToSquared( v ) );
  1337. },
  1338. distanceToSquared: function ( v ) {
  1339. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1340. return dx * dx + dy * dy + dz * dz;
  1341. },
  1342. manhattanDistanceTo: function ( v ) {
  1343. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1344. },
  1345. setFromSpherical: function ( s ) {
  1346. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1347. },
  1348. setFromSphericalCoords: function ( radius, phi, theta ) {
  1349. var sinPhiRadius = Math.sin( phi ) * radius;
  1350. this.x = sinPhiRadius * Math.sin( theta );
  1351. this.y = Math.cos( phi ) * radius;
  1352. this.z = sinPhiRadius * Math.cos( theta );
  1353. return this;
  1354. },
  1355. setFromCylindrical: function ( c ) {
  1356. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1357. },
  1358. setFromCylindricalCoords: function ( radius, theta, y ) {
  1359. this.x = radius * Math.sin( theta );
  1360. this.y = y;
  1361. this.z = radius * Math.cos( theta );
  1362. return this;
  1363. },
  1364. setFromMatrixPosition: function ( m ) {
  1365. var e = m.elements;
  1366. this.x = e[ 12 ];
  1367. this.y = e[ 13 ];
  1368. this.z = e[ 14 ];
  1369. return this;
  1370. },
  1371. setFromMatrixScale: function ( m ) {
  1372. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1373. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1374. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1375. this.x = sx;
  1376. this.y = sy;
  1377. this.z = sz;
  1378. return this;
  1379. },
  1380. setFromMatrixColumn: function ( m, index ) {
  1381. return this.fromArray( m.elements, index * 4 );
  1382. },
  1383. equals: function ( v ) {
  1384. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1385. },
  1386. fromArray: function ( array, offset ) {
  1387. if ( offset === undefined ) { offset = 0; }
  1388. this.x = array[ offset ];
  1389. this.y = array[ offset + 1 ];
  1390. this.z = array[ offset + 2 ];
  1391. return this;
  1392. },
  1393. toArray: function ( array, offset ) {
  1394. if ( array === undefined ) { array = []; }
  1395. if ( offset === undefined ) { offset = 0; }
  1396. array[ offset ] = this.x;
  1397. array[ offset + 1 ] = this.y;
  1398. array[ offset + 2 ] = this.z;
  1399. return array;
  1400. },
  1401. fromBufferAttribute: function ( attribute, index, offset ) {
  1402. if ( offset !== undefined ) {
  1403. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1404. }
  1405. this.x = attribute.getX( index );
  1406. this.y = attribute.getY( index );
  1407. this.z = attribute.getZ( index );
  1408. return this;
  1409. }
  1410. } );
  1411. /**
  1412. * @author alteredq / http://alteredqualia.com/
  1413. * @author WestLangley / http://github.com/WestLangley
  1414. * @author bhouston / http://clara.io
  1415. * @author tschw
  1416. */
  1417. var _vector$1 = new Vector3();
  1418. function Matrix3() {
  1419. this.elements = [
  1420. 1, 0, 0,
  1421. 0, 1, 0,
  1422. 0, 0, 1
  1423. ];
  1424. if ( arguments.length > 0 ) {
  1425. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1426. }
  1427. }
  1428. Object.assign( Matrix3.prototype, {
  1429. isMatrix3: true,
  1430. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1431. var te = this.elements;
  1432. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1433. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1434. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1435. return this;
  1436. },
  1437. identity: function () {
  1438. this.set(
  1439. 1, 0, 0,
  1440. 0, 1, 0,
  1441. 0, 0, 1
  1442. );
  1443. return this;
  1444. },
  1445. clone: function () {
  1446. return new this.constructor().fromArray( this.elements );
  1447. },
  1448. copy: function ( m ) {
  1449. var te = this.elements;
  1450. var me = m.elements;
  1451. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1452. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1453. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1454. return this;
  1455. },
  1456. setFromMatrix4: function ( m ) {
  1457. var me = m.elements;
  1458. this.set(
  1459. me[ 0 ], me[ 4 ], me[ 8 ],
  1460. me[ 1 ], me[ 5 ], me[ 9 ],
  1461. me[ 2 ], me[ 6 ], me[ 10 ]
  1462. );
  1463. return this;
  1464. },
  1465. applyToBufferAttribute: function ( attribute ) {
  1466. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1467. _vector$1.x = attribute.getX( i );
  1468. _vector$1.y = attribute.getY( i );
  1469. _vector$1.z = attribute.getZ( i );
  1470. _vector$1.applyMatrix3( this );
  1471. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1472. }
  1473. return attribute;
  1474. },
  1475. multiply: function ( m ) {
  1476. return this.multiplyMatrices( this, m );
  1477. },
  1478. premultiply: function ( m ) {
  1479. return this.multiplyMatrices( m, this );
  1480. },
  1481. multiplyMatrices: function ( a, b ) {
  1482. var ae = a.elements;
  1483. var be = b.elements;
  1484. var te = this.elements;
  1485. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1486. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1487. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1488. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1489. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1490. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1491. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1492. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1493. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1494. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1495. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1496. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1497. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1498. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1499. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1500. return this;
  1501. },
  1502. multiplyScalar: function ( s ) {
  1503. var te = this.elements;
  1504. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1505. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1506. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1507. return this;
  1508. },
  1509. determinant: function () {
  1510. var te = this.elements;
  1511. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1512. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1513. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1514. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1515. },
  1516. getInverse: function ( matrix, throwOnDegenerate ) {
  1517. if ( matrix && matrix.isMatrix4 ) {
  1518. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1519. }
  1520. var me = matrix.elements,
  1521. te = this.elements,
  1522. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1523. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1524. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1525. t11 = n33 * n22 - n32 * n23,
  1526. t12 = n32 * n13 - n33 * n12,
  1527. t13 = n23 * n12 - n22 * n13,
  1528. det = n11 * t11 + n21 * t12 + n31 * t13;
  1529. if ( det === 0 ) {
  1530. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1531. if ( throwOnDegenerate === true ) {
  1532. throw new Error( msg );
  1533. } else {
  1534. console.warn( msg );
  1535. }
  1536. return this.identity();
  1537. }
  1538. var detInv = 1 / det;
  1539. te[ 0 ] = t11 * detInv;
  1540. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1541. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1542. te[ 3 ] = t12 * detInv;
  1543. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1544. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1545. te[ 6 ] = t13 * detInv;
  1546. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1547. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1548. return this;
  1549. },
  1550. transpose: function () {
  1551. var tmp, m = this.elements;
  1552. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1553. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1554. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1555. return this;
  1556. },
  1557. getNormalMatrix: function ( matrix4 ) {
  1558. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1559. },
  1560. transposeIntoArray: function ( r ) {
  1561. var m = this.elements;
  1562. r[ 0 ] = m[ 0 ];
  1563. r[ 1 ] = m[ 3 ];
  1564. r[ 2 ] = m[ 6 ];
  1565. r[ 3 ] = m[ 1 ];
  1566. r[ 4 ] = m[ 4 ];
  1567. r[ 5 ] = m[ 7 ];
  1568. r[ 6 ] = m[ 2 ];
  1569. r[ 7 ] = m[ 5 ];
  1570. r[ 8 ] = m[ 8 ];
  1571. return this;
  1572. },
  1573. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1574. var c = Math.cos( rotation );
  1575. var s = Math.sin( rotation );
  1576. this.set(
  1577. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1578. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1579. 0, 0, 1
  1580. );
  1581. },
  1582. scale: function ( sx, sy ) {
  1583. var te = this.elements;
  1584. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1585. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1586. return this;
  1587. },
  1588. rotate: function ( theta ) {
  1589. var c = Math.cos( theta );
  1590. var s = Math.sin( theta );
  1591. var te = this.elements;
  1592. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1593. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1594. te[ 0 ] = c * a11 + s * a21;
  1595. te[ 3 ] = c * a12 + s * a22;
  1596. te[ 6 ] = c * a13 + s * a23;
  1597. te[ 1 ] = - s * a11 + c * a21;
  1598. te[ 4 ] = - s * a12 + c * a22;
  1599. te[ 7 ] = - s * a13 + c * a23;
  1600. return this;
  1601. },
  1602. translate: function ( tx, ty ) {
  1603. var te = this.elements;
  1604. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1605. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1606. return this;
  1607. },
  1608. equals: function ( matrix ) {
  1609. var te = this.elements;
  1610. var me = matrix.elements;
  1611. for ( var i = 0; i < 9; i ++ ) {
  1612. if ( te[ i ] !== me[ i ] ) { return false; }
  1613. }
  1614. return true;
  1615. },
  1616. fromArray: function ( array, offset ) {
  1617. if ( offset === undefined ) { offset = 0; }
  1618. for ( var i = 0; i < 9; i ++ ) {
  1619. this.elements[ i ] = array[ i + offset ];
  1620. }
  1621. return this;
  1622. },
  1623. toArray: function ( array, offset ) {
  1624. if ( array === undefined ) { array = []; }
  1625. if ( offset === undefined ) { offset = 0; }
  1626. var te = this.elements;
  1627. array[ offset ] = te[ 0 ];
  1628. array[ offset + 1 ] = te[ 1 ];
  1629. array[ offset + 2 ] = te[ 2 ];
  1630. array[ offset + 3 ] = te[ 3 ];
  1631. array[ offset + 4 ] = te[ 4 ];
  1632. array[ offset + 5 ] = te[ 5 ];
  1633. array[ offset + 6 ] = te[ 6 ];
  1634. array[ offset + 7 ] = te[ 7 ];
  1635. array[ offset + 8 ] = te[ 8 ];
  1636. return array;
  1637. }
  1638. } );
  1639. /**
  1640. * @author mrdoob / http://mrdoob.com/
  1641. * @author alteredq / http://alteredqualia.com/
  1642. * @author szimek / https://github.com/szimek/
  1643. */
  1644. var _canvas;
  1645. var ImageUtils = {
  1646. getDataURL: function ( image ) {
  1647. var canvas;
  1648. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1649. return image.src;
  1650. } else if ( image instanceof HTMLCanvasElement ) {
  1651. canvas = image;
  1652. } else {
  1653. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1654. _canvas.width = image.width;
  1655. _canvas.height = image.height;
  1656. var context = _canvas.getContext( '2d' );
  1657. if ( image instanceof ImageData ) {
  1658. context.putImageData( image, 0, 0 );
  1659. } else {
  1660. context.drawImage( image, 0, 0, image.width, image.height );
  1661. }
  1662. canvas = _canvas;
  1663. }
  1664. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1665. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1666. } else {
  1667. return canvas.toDataURL( 'image/png' );
  1668. }
  1669. }
  1670. };
  1671. /**
  1672. * @author mrdoob / http://mrdoob.com/
  1673. * @author alteredq / http://alteredqualia.com/
  1674. * @author szimek / https://github.com/szimek/
  1675. */
  1676. var textureId = 0;
  1677. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1678. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1679. this.uuid = _Math.generateUUID();
  1680. this.name = '';
  1681. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1682. this.mipmaps = [];
  1683. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1684. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1685. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1686. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1687. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1688. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1689. this.format = format !== undefined ? format : RGBAFormat;
  1690. this.internalFormat = null;
  1691. this.type = type !== undefined ? type : UnsignedByteType;
  1692. this.offset = new Vector2( 0, 0 );
  1693. this.repeat = new Vector2( 1, 1 );
  1694. this.center = new Vector2( 0, 0 );
  1695. this.rotation = 0;
  1696. this.matrixAutoUpdate = true;
  1697. this.matrix = new Matrix3();
  1698. this.generateMipmaps = true;
  1699. this.premultiplyAlpha = false;
  1700. this.flipY = true;
  1701. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1702. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1703. //
  1704. // Also changing the encoding after already used by a Material will not automatically make the Material
  1705. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1706. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1707. this.version = 0;
  1708. this.onUpdate = null;
  1709. }
  1710. Texture.DEFAULT_IMAGE = undefined;
  1711. Texture.DEFAULT_MAPPING = UVMapping;
  1712. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1713. constructor: Texture,
  1714. isTexture: true,
  1715. updateMatrix: function () {
  1716. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1717. },
  1718. clone: function () {
  1719. return new this.constructor().copy( this );
  1720. },
  1721. copy: function ( source ) {
  1722. this.name = source.name;
  1723. this.image = source.image;
  1724. this.mipmaps = source.mipmaps.slice( 0 );
  1725. this.mapping = source.mapping;
  1726. this.wrapS = source.wrapS;
  1727. this.wrapT = source.wrapT;
  1728. this.magFilter = source.magFilter;
  1729. this.minFilter = source.minFilter;
  1730. this.anisotropy = source.anisotropy;
  1731. this.format = source.format;
  1732. this.internalFormat = source.internalFormat;
  1733. this.type = source.type;
  1734. this.offset.copy( source.offset );
  1735. this.repeat.copy( source.repeat );
  1736. this.center.copy( source.center );
  1737. this.rotation = source.rotation;
  1738. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1739. this.matrix.copy( source.matrix );
  1740. this.generateMipmaps = source.generateMipmaps;
  1741. this.premultiplyAlpha = source.premultiplyAlpha;
  1742. this.flipY = source.flipY;
  1743. this.unpackAlignment = source.unpackAlignment;
  1744. this.encoding = source.encoding;
  1745. return this;
  1746. },
  1747. toJSON: function ( meta ) {
  1748. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1749. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1750. return meta.textures[ this.uuid ];
  1751. }
  1752. var output = {
  1753. metadata: {
  1754. version: 4.5,
  1755. type: 'Texture',
  1756. generator: 'Texture.toJSON'
  1757. },
  1758. uuid: this.uuid,
  1759. name: this.name,
  1760. mapping: this.mapping,
  1761. repeat: [ this.repeat.x, this.repeat.y ],
  1762. offset: [ this.offset.x, this.offset.y ],
  1763. center: [ this.center.x, this.center.y ],
  1764. rotation: this.rotation,
  1765. wrap: [ this.wrapS, this.wrapT ],
  1766. format: this.format,
  1767. type: this.type,
  1768. encoding: this.encoding,
  1769. minFilter: this.minFilter,
  1770. magFilter: this.magFilter,
  1771. anisotropy: this.anisotropy,
  1772. flipY: this.flipY,
  1773. premultiplyAlpha: this.premultiplyAlpha,
  1774. unpackAlignment: this.unpackAlignment
  1775. };
  1776. if ( this.image !== undefined ) {
  1777. // TODO: Move to THREE.Image
  1778. var image = this.image;
  1779. if ( image.uuid === undefined ) {
  1780. image.uuid = _Math.generateUUID(); // UGH
  1781. }
  1782. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1783. var url;
  1784. if ( Array.isArray( image ) ) {
  1785. // process array of images e.g. CubeTexture
  1786. url = [];
  1787. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1788. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1789. }
  1790. } else {
  1791. // process single image
  1792. url = ImageUtils.getDataURL( image );
  1793. }
  1794. meta.images[ image.uuid ] = {
  1795. uuid: image.uuid,
  1796. url: url
  1797. };
  1798. }
  1799. output.image = image.uuid;
  1800. }
  1801. if ( ! isRootObject ) {
  1802. meta.textures[ this.uuid ] = output;
  1803. }
  1804. return output;
  1805. },
  1806. dispose: function () {
  1807. this.dispatchEvent( { type: 'dispose' } );
  1808. },
  1809. transformUv: function ( uv ) {
  1810. if ( this.mapping !== UVMapping ) { return uv; }
  1811. uv.applyMatrix3( this.matrix );
  1812. if ( uv.x < 0 || uv.x > 1 ) {
  1813. switch ( this.wrapS ) {
  1814. case RepeatWrapping:
  1815. uv.x = uv.x - Math.floor( uv.x );
  1816. break;
  1817. case ClampToEdgeWrapping:
  1818. uv.x = uv.x < 0 ? 0 : 1;
  1819. break;
  1820. case MirroredRepeatWrapping:
  1821. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1822. uv.x = Math.ceil( uv.x ) - uv.x;
  1823. } else {
  1824. uv.x = uv.x - Math.floor( uv.x );
  1825. }
  1826. break;
  1827. }
  1828. }
  1829. if ( uv.y < 0 || uv.y > 1 ) {
  1830. switch ( this.wrapT ) {
  1831. case RepeatWrapping:
  1832. uv.y = uv.y - Math.floor( uv.y );
  1833. break;
  1834. case ClampToEdgeWrapping:
  1835. uv.y = uv.y < 0 ? 0 : 1;
  1836. break;
  1837. case MirroredRepeatWrapping:
  1838. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1839. uv.y = Math.ceil( uv.y ) - uv.y;
  1840. } else {
  1841. uv.y = uv.y - Math.floor( uv.y );
  1842. }
  1843. break;
  1844. }
  1845. }
  1846. if ( this.flipY ) {
  1847. uv.y = 1 - uv.y;
  1848. }
  1849. return uv;
  1850. }
  1851. } );
  1852. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1853. set: function ( value ) {
  1854. if ( value === true ) { this.version ++; }
  1855. }
  1856. } );
  1857. /**
  1858. * @author supereggbert / http://www.paulbrunt.co.uk/
  1859. * @author philogb / http://blog.thejit.org/
  1860. * @author mikael emtinger / http://gomo.se/
  1861. * @author egraether / http://egraether.com/
  1862. * @author WestLangley / http://github.com/WestLangley
  1863. */
  1864. function Vector4( x, y, z, w ) {
  1865. this.x = x || 0;
  1866. this.y = y || 0;
  1867. this.z = z || 0;
  1868. this.w = ( w !== undefined ) ? w : 1;
  1869. }
  1870. Object.defineProperties( Vector4.prototype, {
  1871. "width": {
  1872. get: function () {
  1873. return this.z;
  1874. },
  1875. set: function ( value ) {
  1876. this.z = value;
  1877. }
  1878. },
  1879. "height": {
  1880. get: function () {
  1881. return this.w;
  1882. },
  1883. set: function ( value ) {
  1884. this.w = value;
  1885. }
  1886. }
  1887. } );
  1888. Object.assign( Vector4.prototype, {
  1889. isVector4: true,
  1890. set: function ( x, y, z, w ) {
  1891. this.x = x;
  1892. this.y = y;
  1893. this.z = z;
  1894. this.w = w;
  1895. return this;
  1896. },
  1897. setScalar: function ( scalar ) {
  1898. this.x = scalar;
  1899. this.y = scalar;
  1900. this.z = scalar;
  1901. this.w = scalar;
  1902. return this;
  1903. },
  1904. setX: function ( x ) {
  1905. this.x = x;
  1906. return this;
  1907. },
  1908. setY: function ( y ) {
  1909. this.y = y;
  1910. return this;
  1911. },
  1912. setZ: function ( z ) {
  1913. this.z = z;
  1914. return this;
  1915. },
  1916. setW: function ( w ) {
  1917. this.w = w;
  1918. return this;
  1919. },
  1920. setComponent: function ( index, value ) {
  1921. switch ( index ) {
  1922. case 0: this.x = value; break;
  1923. case 1: this.y = value; break;
  1924. case 2: this.z = value; break;
  1925. case 3: this.w = value; break;
  1926. default: throw new Error( 'index is out of range: ' + index );
  1927. }
  1928. return this;
  1929. },
  1930. getComponent: function ( index ) {
  1931. switch ( index ) {
  1932. case 0: return this.x;
  1933. case 1: return this.y;
  1934. case 2: return this.z;
  1935. case 3: return this.w;
  1936. default: throw new Error( 'index is out of range: ' + index );
  1937. }
  1938. },
  1939. clone: function () {
  1940. return new this.constructor( this.x, this.y, this.z, this.w );
  1941. },
  1942. copy: function ( v ) {
  1943. this.x = v.x;
  1944. this.y = v.y;
  1945. this.z = v.z;
  1946. this.w = ( v.w !== undefined ) ? v.w : 1;
  1947. return this;
  1948. },
  1949. add: function ( v, w ) {
  1950. if ( w !== undefined ) {
  1951. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1952. return this.addVectors( v, w );
  1953. }
  1954. this.x += v.x;
  1955. this.y += v.y;
  1956. this.z += v.z;
  1957. this.w += v.w;
  1958. return this;
  1959. },
  1960. addScalar: function ( s ) {
  1961. this.x += s;
  1962. this.y += s;
  1963. this.z += s;
  1964. this.w += s;
  1965. return this;
  1966. },
  1967. addVectors: function ( a, b ) {
  1968. this.x = a.x + b.x;
  1969. this.y = a.y + b.y;
  1970. this.z = a.z + b.z;
  1971. this.w = a.w + b.w;
  1972. return this;
  1973. },
  1974. addScaledVector: function ( v, s ) {
  1975. this.x += v.x * s;
  1976. this.y += v.y * s;
  1977. this.z += v.z * s;
  1978. this.w += v.w * s;
  1979. return this;
  1980. },
  1981. sub: function ( v, w ) {
  1982. if ( w !== undefined ) {
  1983. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1984. return this.subVectors( v, w );
  1985. }
  1986. this.x -= v.x;
  1987. this.y -= v.y;
  1988. this.z -= v.z;
  1989. this.w -= v.w;
  1990. return this;
  1991. },
  1992. subScalar: function ( s ) {
  1993. this.x -= s;
  1994. this.y -= s;
  1995. this.z -= s;
  1996. this.w -= s;
  1997. return this;
  1998. },
  1999. subVectors: function ( a, b ) {
  2000. this.x = a.x - b.x;
  2001. this.y = a.y - b.y;
  2002. this.z = a.z - b.z;
  2003. this.w = a.w - b.w;
  2004. return this;
  2005. },
  2006. multiplyScalar: function ( scalar ) {
  2007. this.x *= scalar;
  2008. this.y *= scalar;
  2009. this.z *= scalar;
  2010. this.w *= scalar;
  2011. return this;
  2012. },
  2013. applyMatrix4: function ( m ) {
  2014. var x = this.x, y = this.y, z = this.z, w = this.w;
  2015. var e = m.elements;
  2016. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2017. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2018. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2019. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2020. return this;
  2021. },
  2022. divideScalar: function ( scalar ) {
  2023. return this.multiplyScalar( 1 / scalar );
  2024. },
  2025. setAxisAngleFromQuaternion: function ( q ) {
  2026. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2027. // q is assumed to be normalized
  2028. this.w = 2 * Math.acos( q.w );
  2029. var s = Math.sqrt( 1 - q.w * q.w );
  2030. if ( s < 0.0001 ) {
  2031. this.x = 1;
  2032. this.y = 0;
  2033. this.z = 0;
  2034. } else {
  2035. this.x = q.x / s;
  2036. this.y = q.y / s;
  2037. this.z = q.z / s;
  2038. }
  2039. return this;
  2040. },
  2041. setAxisAngleFromRotationMatrix: function ( m ) {
  2042. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2043. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2044. var angle, x, y, z, // variables for result
  2045. epsilon = 0.01, // margin to allow for rounding errors
  2046. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2047. te = m.elements,
  2048. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2049. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2050. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2051. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2052. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2053. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2054. // singularity found
  2055. // first check for identity matrix which must have +1 for all terms
  2056. // in leading diagonal and zero in other terms
  2057. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2058. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2059. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2060. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2061. // this singularity is identity matrix so angle = 0
  2062. this.set( 1, 0, 0, 0 );
  2063. return this; // zero angle, arbitrary axis
  2064. }
  2065. // otherwise this singularity is angle = 180
  2066. angle = Math.PI;
  2067. var xx = ( m11 + 1 ) / 2;
  2068. var yy = ( m22 + 1 ) / 2;
  2069. var zz = ( m33 + 1 ) / 2;
  2070. var xy = ( m12 + m21 ) / 4;
  2071. var xz = ( m13 + m31 ) / 4;
  2072. var yz = ( m23 + m32 ) / 4;
  2073. if ( ( xx > yy ) && ( xx > zz ) ) {
  2074. // m11 is the largest diagonal term
  2075. if ( xx < epsilon ) {
  2076. x = 0;
  2077. y = 0.707106781;
  2078. z = 0.707106781;
  2079. } else {
  2080. x = Math.sqrt( xx );
  2081. y = xy / x;
  2082. z = xz / x;
  2083. }
  2084. } else if ( yy > zz ) {
  2085. // m22 is the largest diagonal term
  2086. if ( yy < epsilon ) {
  2087. x = 0.707106781;
  2088. y = 0;
  2089. z = 0.707106781;
  2090. } else {
  2091. y = Math.sqrt( yy );
  2092. x = xy / y;
  2093. z = yz / y;
  2094. }
  2095. } else {
  2096. // m33 is the largest diagonal term so base result on this
  2097. if ( zz < epsilon ) {
  2098. x = 0.707106781;
  2099. y = 0.707106781;
  2100. z = 0;
  2101. } else {
  2102. z = Math.sqrt( zz );
  2103. x = xz / z;
  2104. y = yz / z;
  2105. }
  2106. }
  2107. this.set( x, y, z, angle );
  2108. return this; // return 180 deg rotation
  2109. }
  2110. // as we have reached here there are no singularities so we can handle normally
  2111. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2112. ( m13 - m31 ) * ( m13 - m31 ) +
  2113. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2114. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2115. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2116. // caught by singularity test above, but I've left it in just in case
  2117. this.x = ( m32 - m23 ) / s;
  2118. this.y = ( m13 - m31 ) / s;
  2119. this.z = ( m21 - m12 ) / s;
  2120. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2121. return this;
  2122. },
  2123. min: function ( v ) {
  2124. this.x = Math.min( this.x, v.x );
  2125. this.y = Math.min( this.y, v.y );
  2126. this.z = Math.min( this.z, v.z );
  2127. this.w = Math.min( this.w, v.w );
  2128. return this;
  2129. },
  2130. max: function ( v ) {
  2131. this.x = Math.max( this.x, v.x );
  2132. this.y = Math.max( this.y, v.y );
  2133. this.z = Math.max( this.z, v.z );
  2134. this.w = Math.max( this.w, v.w );
  2135. return this;
  2136. },
  2137. clamp: function ( min, max ) {
  2138. // assumes min < max, componentwise
  2139. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2140. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2141. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2142. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2143. return this;
  2144. },
  2145. clampScalar: function ( minVal, maxVal ) {
  2146. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2147. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2148. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2149. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2150. return this;
  2151. },
  2152. clampLength: function ( min, max ) {
  2153. var length = this.length();
  2154. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2155. },
  2156. floor: function () {
  2157. this.x = Math.floor( this.x );
  2158. this.y = Math.floor( this.y );
  2159. this.z = Math.floor( this.z );
  2160. this.w = Math.floor( this.w );
  2161. return this;
  2162. },
  2163. ceil: function () {
  2164. this.x = Math.ceil( this.x );
  2165. this.y = Math.ceil( this.y );
  2166. this.z = Math.ceil( this.z );
  2167. this.w = Math.ceil( this.w );
  2168. return this;
  2169. },
  2170. round: function () {
  2171. this.x = Math.round( this.x );
  2172. this.y = Math.round( this.y );
  2173. this.z = Math.round( this.z );
  2174. this.w = Math.round( this.w );
  2175. return this;
  2176. },
  2177. roundToZero: function () {
  2178. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2179. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2180. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2181. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2182. return this;
  2183. },
  2184. negate: function () {
  2185. this.x = - this.x;
  2186. this.y = - this.y;
  2187. this.z = - this.z;
  2188. this.w = - this.w;
  2189. return this;
  2190. },
  2191. dot: function ( v ) {
  2192. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2193. },
  2194. lengthSq: function () {
  2195. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2196. },
  2197. length: function () {
  2198. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2199. },
  2200. manhattanLength: function () {
  2201. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2202. },
  2203. normalize: function () {
  2204. return this.divideScalar( this.length() || 1 );
  2205. },
  2206. setLength: function ( length ) {
  2207. return this.normalize().multiplyScalar( length );
  2208. },
  2209. lerp: function ( v, alpha ) {
  2210. this.x += ( v.x - this.x ) * alpha;
  2211. this.y += ( v.y - this.y ) * alpha;
  2212. this.z += ( v.z - this.z ) * alpha;
  2213. this.w += ( v.w - this.w ) * alpha;
  2214. return this;
  2215. },
  2216. lerpVectors: function ( v1, v2, alpha ) {
  2217. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2218. },
  2219. equals: function ( v ) {
  2220. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2221. },
  2222. fromArray: function ( array, offset ) {
  2223. if ( offset === undefined ) { offset = 0; }
  2224. this.x = array[ offset ];
  2225. this.y = array[ offset + 1 ];
  2226. this.z = array[ offset + 2 ];
  2227. this.w = array[ offset + 3 ];
  2228. return this;
  2229. },
  2230. toArray: function ( array, offset ) {
  2231. if ( array === undefined ) { array = []; }
  2232. if ( offset === undefined ) { offset = 0; }
  2233. array[ offset ] = this.x;
  2234. array[ offset + 1 ] = this.y;
  2235. array[ offset + 2 ] = this.z;
  2236. array[ offset + 3 ] = this.w;
  2237. return array;
  2238. },
  2239. fromBufferAttribute: function ( attribute, index, offset ) {
  2240. if ( offset !== undefined ) {
  2241. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2242. }
  2243. this.x = attribute.getX( index );
  2244. this.y = attribute.getY( index );
  2245. this.z = attribute.getZ( index );
  2246. this.w = attribute.getW( index );
  2247. return this;
  2248. }
  2249. } );
  2250. /**
  2251. * @author szimek / https://github.com/szimek/
  2252. * @author alteredq / http://alteredqualia.com/
  2253. * @author Marius Kintel / https://github.com/kintel
  2254. */
  2255. /*
  2256. In options, we can specify:
  2257. * Texture parameters for an auto-generated target texture
  2258. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2259. */
  2260. function WebGLRenderTarget( width, height, options ) {
  2261. this.width = width;
  2262. this.height = height;
  2263. this.scissor = new Vector4( 0, 0, width, height );
  2264. this.scissorTest = false;
  2265. this.viewport = new Vector4( 0, 0, width, height );
  2266. options = options || {};
  2267. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2268. this.texture.image = {};
  2269. this.texture.image.width = width;
  2270. this.texture.image.height = height;
  2271. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2272. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2273. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2274. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2275. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2276. }
  2277. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2278. constructor: WebGLRenderTarget,
  2279. isWebGLRenderTarget: true,
  2280. setSize: function ( width, height ) {
  2281. if ( this.width !== width || this.height !== height ) {
  2282. this.width = width;
  2283. this.height = height;
  2284. this.texture.image.width = width;
  2285. this.texture.image.height = height;
  2286. this.dispose();
  2287. }
  2288. this.viewport.set( 0, 0, width, height );
  2289. this.scissor.set( 0, 0, width, height );
  2290. },
  2291. clone: function () {
  2292. return new this.constructor().copy( this );
  2293. },
  2294. copy: function ( source ) {
  2295. this.width = source.width;
  2296. this.height = source.height;
  2297. this.viewport.copy( source.viewport );
  2298. this.texture = source.texture.clone();
  2299. this.depthBuffer = source.depthBuffer;
  2300. this.stencilBuffer = source.stencilBuffer;
  2301. this.depthTexture = source.depthTexture;
  2302. return this;
  2303. },
  2304. dispose: function () {
  2305. this.dispatchEvent( { type: 'dispose' } );
  2306. }
  2307. } );
  2308. /**
  2309. * @author Mugen87 / https://github.com/Mugen87
  2310. * @author Matt DesLauriers / @mattdesl
  2311. */
  2312. function WebGLMultisampleRenderTarget( width, height, options ) {
  2313. WebGLRenderTarget.call( this, width, height, options );
  2314. this.samples = 4;
  2315. }
  2316. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2317. constructor: WebGLMultisampleRenderTarget,
  2318. isWebGLMultisampleRenderTarget: true,
  2319. copy: function ( source ) {
  2320. WebGLRenderTarget.prototype.copy.call( this, source );
  2321. this.samples = source.samples;
  2322. return this;
  2323. }
  2324. } );
  2325. var _v1 = new Vector3();
  2326. var _m1 = new Matrix4();
  2327. var _zero = new Vector3( 0, 0, 0 );
  2328. var _one = new Vector3( 1, 1, 1 );
  2329. var _x = new Vector3();
  2330. var _y = new Vector3();
  2331. var _z = new Vector3();
  2332. /**
  2333. * @author mrdoob / http://mrdoob.com/
  2334. * @author supereggbert / http://www.paulbrunt.co.uk/
  2335. * @author philogb / http://blog.thejit.org/
  2336. * @author jordi_ros / http://plattsoft.com
  2337. * @author D1plo1d / http://github.com/D1plo1d
  2338. * @author alteredq / http://alteredqualia.com/
  2339. * @author mikael emtinger / http://gomo.se/
  2340. * @author timknip / http://www.floorplanner.com/
  2341. * @author bhouston / http://clara.io
  2342. * @author WestLangley / http://github.com/WestLangley
  2343. */
  2344. function Matrix4() {
  2345. this.elements = [
  2346. 1, 0, 0, 0,
  2347. 0, 1, 0, 0,
  2348. 0, 0, 1, 0,
  2349. 0, 0, 0, 1
  2350. ];
  2351. if ( arguments.length > 0 ) {
  2352. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2353. }
  2354. }
  2355. Object.assign( Matrix4.prototype, {
  2356. isMatrix4: true,
  2357. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2358. var te = this.elements;
  2359. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2360. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2361. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2362. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2363. return this;
  2364. },
  2365. identity: function () {
  2366. this.set(
  2367. 1, 0, 0, 0,
  2368. 0, 1, 0, 0,
  2369. 0, 0, 1, 0,
  2370. 0, 0, 0, 1
  2371. );
  2372. return this;
  2373. },
  2374. clone: function () {
  2375. return new Matrix4().fromArray( this.elements );
  2376. },
  2377. copy: function ( m ) {
  2378. var te = this.elements;
  2379. var me = m.elements;
  2380. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2381. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2382. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2383. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2384. return this;
  2385. },
  2386. copyPosition: function ( m ) {
  2387. var te = this.elements, me = m.elements;
  2388. te[ 12 ] = me[ 12 ];
  2389. te[ 13 ] = me[ 13 ];
  2390. te[ 14 ] = me[ 14 ];
  2391. return this;
  2392. },
  2393. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2394. xAxis.setFromMatrixColumn( this, 0 );
  2395. yAxis.setFromMatrixColumn( this, 1 );
  2396. zAxis.setFromMatrixColumn( this, 2 );
  2397. return this;
  2398. },
  2399. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2400. this.set(
  2401. xAxis.x, yAxis.x, zAxis.x, 0,
  2402. xAxis.y, yAxis.y, zAxis.y, 0,
  2403. xAxis.z, yAxis.z, zAxis.z, 0,
  2404. 0, 0, 0, 1
  2405. );
  2406. return this;
  2407. },
  2408. extractRotation: function ( m ) {
  2409. // this method does not support reflection matrices
  2410. var te = this.elements;
  2411. var me = m.elements;
  2412. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2413. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2414. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2415. te[ 0 ] = me[ 0 ] * scaleX;
  2416. te[ 1 ] = me[ 1 ] * scaleX;
  2417. te[ 2 ] = me[ 2 ] * scaleX;
  2418. te[ 3 ] = 0;
  2419. te[ 4 ] = me[ 4 ] * scaleY;
  2420. te[ 5 ] = me[ 5 ] * scaleY;
  2421. te[ 6 ] = me[ 6 ] * scaleY;
  2422. te[ 7 ] = 0;
  2423. te[ 8 ] = me[ 8 ] * scaleZ;
  2424. te[ 9 ] = me[ 9 ] * scaleZ;
  2425. te[ 10 ] = me[ 10 ] * scaleZ;
  2426. te[ 11 ] = 0;
  2427. te[ 12 ] = 0;
  2428. te[ 13 ] = 0;
  2429. te[ 14 ] = 0;
  2430. te[ 15 ] = 1;
  2431. return this;
  2432. },
  2433. makeRotationFromEuler: function ( euler ) {
  2434. if ( ! ( euler && euler.isEuler ) ) {
  2435. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2436. }
  2437. var te = this.elements;
  2438. var x = euler.x, y = euler.y, z = euler.z;
  2439. var a = Math.cos( x ), b = Math.sin( x );
  2440. var c = Math.cos( y ), d = Math.sin( y );
  2441. var e = Math.cos( z ), f = Math.sin( z );
  2442. if ( euler.order === 'XYZ' ) {
  2443. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2444. te[ 0 ] = c * e;
  2445. te[ 4 ] = - c * f;
  2446. te[ 8 ] = d;
  2447. te[ 1 ] = af + be * d;
  2448. te[ 5 ] = ae - bf * d;
  2449. te[ 9 ] = - b * c;
  2450. te[ 2 ] = bf - ae * d;
  2451. te[ 6 ] = be + af * d;
  2452. te[ 10 ] = a * c;
  2453. } else if ( euler.order === 'YXZ' ) {
  2454. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2455. te[ 0 ] = ce + df * b;
  2456. te[ 4 ] = de * b - cf;
  2457. te[ 8 ] = a * d;
  2458. te[ 1 ] = a * f;
  2459. te[ 5 ] = a * e;
  2460. te[ 9 ] = - b;
  2461. te[ 2 ] = cf * b - de;
  2462. te[ 6 ] = df + ce * b;
  2463. te[ 10 ] = a * c;
  2464. } else if ( euler.order === 'ZXY' ) {
  2465. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2466. te[ 0 ] = ce - df * b;
  2467. te[ 4 ] = - a * f;
  2468. te[ 8 ] = de + cf * b;
  2469. te[ 1 ] = cf + de * b;
  2470. te[ 5 ] = a * e;
  2471. te[ 9 ] = df - ce * b;
  2472. te[ 2 ] = - a * d;
  2473. te[ 6 ] = b;
  2474. te[ 10 ] = a * c;
  2475. } else if ( euler.order === 'ZYX' ) {
  2476. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2477. te[ 0 ] = c * e;
  2478. te[ 4 ] = be * d - af;
  2479. te[ 8 ] = ae * d + bf;
  2480. te[ 1 ] = c * f;
  2481. te[ 5 ] = bf * d + ae;
  2482. te[ 9 ] = af * d - be;
  2483. te[ 2 ] = - d;
  2484. te[ 6 ] = b * c;
  2485. te[ 10 ] = a * c;
  2486. } else if ( euler.order === 'YZX' ) {
  2487. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2488. te[ 0 ] = c * e;
  2489. te[ 4 ] = bd - ac * f;
  2490. te[ 8 ] = bc * f + ad;
  2491. te[ 1 ] = f;
  2492. te[ 5 ] = a * e;
  2493. te[ 9 ] = - b * e;
  2494. te[ 2 ] = - d * e;
  2495. te[ 6 ] = ad * f + bc;
  2496. te[ 10 ] = ac - bd * f;
  2497. } else if ( euler.order === 'XZY' ) {
  2498. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2499. te[ 0 ] = c * e;
  2500. te[ 4 ] = - f;
  2501. te[ 8 ] = d * e;
  2502. te[ 1 ] = ac * f + bd;
  2503. te[ 5 ] = a * e;
  2504. te[ 9 ] = ad * f - bc;
  2505. te[ 2 ] = bc * f - ad;
  2506. te[ 6 ] = b * e;
  2507. te[ 10 ] = bd * f + ac;
  2508. }
  2509. // bottom row
  2510. te[ 3 ] = 0;
  2511. te[ 7 ] = 0;
  2512. te[ 11 ] = 0;
  2513. // last column
  2514. te[ 12 ] = 0;
  2515. te[ 13 ] = 0;
  2516. te[ 14 ] = 0;
  2517. te[ 15 ] = 1;
  2518. return this;
  2519. },
  2520. makeRotationFromQuaternion: function ( q ) {
  2521. return this.compose( _zero, q, _one );
  2522. },
  2523. lookAt: function ( eye, target, up ) {
  2524. var te = this.elements;
  2525. _z.subVectors( eye, target );
  2526. if ( _z.lengthSq() === 0 ) {
  2527. // eye and target are in the same position
  2528. _z.z = 1;
  2529. }
  2530. _z.normalize();
  2531. _x.crossVectors( up, _z );
  2532. if ( _x.lengthSq() === 0 ) {
  2533. // up and z are parallel
  2534. if ( Math.abs( up.z ) === 1 ) {
  2535. _z.x += 0.0001;
  2536. } else {
  2537. _z.z += 0.0001;
  2538. }
  2539. _z.normalize();
  2540. _x.crossVectors( up, _z );
  2541. }
  2542. _x.normalize();
  2543. _y.crossVectors( _z, _x );
  2544. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2545. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2546. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2547. return this;
  2548. },
  2549. multiply: function ( m, n ) {
  2550. if ( n !== undefined ) {
  2551. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2552. return this.multiplyMatrices( m, n );
  2553. }
  2554. return this.multiplyMatrices( this, m );
  2555. },
  2556. premultiply: function ( m ) {
  2557. return this.multiplyMatrices( m, this );
  2558. },
  2559. multiplyMatrices: function ( a, b ) {
  2560. var ae = a.elements;
  2561. var be = b.elements;
  2562. var te = this.elements;
  2563. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2564. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2565. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2566. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2567. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2568. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2569. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2570. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2571. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2572. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2573. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2574. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2575. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2576. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2577. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2578. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2579. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2580. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2581. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2582. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2583. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2584. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2585. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2586. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2587. return this;
  2588. },
  2589. multiplyScalar: function ( s ) {
  2590. var te = this.elements;
  2591. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2592. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2593. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2594. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2595. return this;
  2596. },
  2597. applyToBufferAttribute: function ( attribute ) {
  2598. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2599. _v1.x = attribute.getX( i );
  2600. _v1.y = attribute.getY( i );
  2601. _v1.z = attribute.getZ( i );
  2602. _v1.applyMatrix4( this );
  2603. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2604. }
  2605. return attribute;
  2606. },
  2607. determinant: function () {
  2608. var te = this.elements;
  2609. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2610. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2611. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2612. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2613. //TODO: make this more efficient
  2614. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2615. return (
  2616. n41 * (
  2617. + n14 * n23 * n32
  2618. - n13 * n24 * n32
  2619. - n14 * n22 * n33
  2620. + n12 * n24 * n33
  2621. + n13 * n22 * n34
  2622. - n12 * n23 * n34
  2623. ) +
  2624. n42 * (
  2625. + n11 * n23 * n34
  2626. - n11 * n24 * n33
  2627. + n14 * n21 * n33
  2628. - n13 * n21 * n34
  2629. + n13 * n24 * n31
  2630. - n14 * n23 * n31
  2631. ) +
  2632. n43 * (
  2633. + n11 * n24 * n32
  2634. - n11 * n22 * n34
  2635. - n14 * n21 * n32
  2636. + n12 * n21 * n34
  2637. + n14 * n22 * n31
  2638. - n12 * n24 * n31
  2639. ) +
  2640. n44 * (
  2641. - n13 * n22 * n31
  2642. - n11 * n23 * n32
  2643. + n11 * n22 * n33
  2644. + n13 * n21 * n32
  2645. - n12 * n21 * n33
  2646. + n12 * n23 * n31
  2647. )
  2648. );
  2649. },
  2650. transpose: function () {
  2651. var te = this.elements;
  2652. var tmp;
  2653. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2654. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2655. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2656. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2657. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2658. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2659. return this;
  2660. },
  2661. setPosition: function ( x, y, z ) {
  2662. var te = this.elements;
  2663. if ( x.isVector3 ) {
  2664. te[ 12 ] = x.x;
  2665. te[ 13 ] = x.y;
  2666. te[ 14 ] = x.z;
  2667. } else {
  2668. te[ 12 ] = x;
  2669. te[ 13 ] = y;
  2670. te[ 14 ] = z;
  2671. }
  2672. return this;
  2673. },
  2674. getInverse: function ( m, throwOnDegenerate ) {
  2675. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2676. var te = this.elements,
  2677. me = m.elements,
  2678. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2679. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2680. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2681. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2682. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2683. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2684. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2685. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2686. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2687. if ( det === 0 ) {
  2688. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2689. if ( throwOnDegenerate === true ) {
  2690. throw new Error( msg );
  2691. } else {
  2692. console.warn( msg );
  2693. }
  2694. return this.identity();
  2695. }
  2696. var detInv = 1 / det;
  2697. te[ 0 ] = t11 * detInv;
  2698. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2699. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2700. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2701. te[ 4 ] = t12 * detInv;
  2702. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2703. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2704. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2705. te[ 8 ] = t13 * detInv;
  2706. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2707. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2708. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2709. te[ 12 ] = t14 * detInv;
  2710. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2711. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2712. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2713. return this;
  2714. },
  2715. scale: function ( v ) {
  2716. var te = this.elements;
  2717. var x = v.x, y = v.y, z = v.z;
  2718. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2719. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2720. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2721. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2722. return this;
  2723. },
  2724. getMaxScaleOnAxis: function () {
  2725. var te = this.elements;
  2726. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2727. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2728. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2729. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2730. },
  2731. makeTranslation: function ( x, y, z ) {
  2732. this.set(
  2733. 1, 0, 0, x,
  2734. 0, 1, 0, y,
  2735. 0, 0, 1, z,
  2736. 0, 0, 0, 1
  2737. );
  2738. return this;
  2739. },
  2740. makeRotationX: function ( theta ) {
  2741. var c = Math.cos( theta ), s = Math.sin( theta );
  2742. this.set(
  2743. 1, 0, 0, 0,
  2744. 0, c, - s, 0,
  2745. 0, s, c, 0,
  2746. 0, 0, 0, 1
  2747. );
  2748. return this;
  2749. },
  2750. makeRotationY: function ( theta ) {
  2751. var c = Math.cos( theta ), s = Math.sin( theta );
  2752. this.set(
  2753. c, 0, s, 0,
  2754. 0, 1, 0, 0,
  2755. - s, 0, c, 0,
  2756. 0, 0, 0, 1
  2757. );
  2758. return this;
  2759. },
  2760. makeRotationZ: function ( theta ) {
  2761. var c = Math.cos( theta ), s = Math.sin( theta );
  2762. this.set(
  2763. c, - s, 0, 0,
  2764. s, c, 0, 0,
  2765. 0, 0, 1, 0,
  2766. 0, 0, 0, 1
  2767. );
  2768. return this;
  2769. },
  2770. makeRotationAxis: function ( axis, angle ) {
  2771. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2772. var c = Math.cos( angle );
  2773. var s = Math.sin( angle );
  2774. var t = 1 - c;
  2775. var x = axis.x, y = axis.y, z = axis.z;
  2776. var tx = t * x, ty = t * y;
  2777. this.set(
  2778. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2779. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2780. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2781. 0, 0, 0, 1
  2782. );
  2783. return this;
  2784. },
  2785. makeScale: function ( x, y, z ) {
  2786. this.set(
  2787. x, 0, 0, 0,
  2788. 0, y, 0, 0,
  2789. 0, 0, z, 0,
  2790. 0, 0, 0, 1
  2791. );
  2792. return this;
  2793. },
  2794. makeShear: function ( x, y, z ) {
  2795. this.set(
  2796. 1, y, z, 0,
  2797. x, 1, z, 0,
  2798. x, y, 1, 0,
  2799. 0, 0, 0, 1
  2800. );
  2801. return this;
  2802. },
  2803. compose: function ( position, quaternion, scale ) {
  2804. var te = this.elements;
  2805. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2806. var x2 = x + x, y2 = y + y, z2 = z + z;
  2807. var xx = x * x2, xy = x * y2, xz = x * z2;
  2808. var yy = y * y2, yz = y * z2, zz = z * z2;
  2809. var wx = w * x2, wy = w * y2, wz = w * z2;
  2810. var sx = scale.x, sy = scale.y, sz = scale.z;
  2811. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2812. te[ 1 ] = ( xy + wz ) * sx;
  2813. te[ 2 ] = ( xz - wy ) * sx;
  2814. te[ 3 ] = 0;
  2815. te[ 4 ] = ( xy - wz ) * sy;
  2816. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2817. te[ 6 ] = ( yz + wx ) * sy;
  2818. te[ 7 ] = 0;
  2819. te[ 8 ] = ( xz + wy ) * sz;
  2820. te[ 9 ] = ( yz - wx ) * sz;
  2821. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2822. te[ 11 ] = 0;
  2823. te[ 12 ] = position.x;
  2824. te[ 13 ] = position.y;
  2825. te[ 14 ] = position.z;
  2826. te[ 15 ] = 1;
  2827. return this;
  2828. },
  2829. decompose: function ( position, quaternion, scale ) {
  2830. var te = this.elements;
  2831. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2832. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2833. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2834. // if determine is negative, we need to invert one scale
  2835. var det = this.determinant();
  2836. if ( det < 0 ) { sx = - sx; }
  2837. position.x = te[ 12 ];
  2838. position.y = te[ 13 ];
  2839. position.z = te[ 14 ];
  2840. // scale the rotation part
  2841. _m1.copy( this );
  2842. var invSX = 1 / sx;
  2843. var invSY = 1 / sy;
  2844. var invSZ = 1 / sz;
  2845. _m1.elements[ 0 ] *= invSX;
  2846. _m1.elements[ 1 ] *= invSX;
  2847. _m1.elements[ 2 ] *= invSX;
  2848. _m1.elements[ 4 ] *= invSY;
  2849. _m1.elements[ 5 ] *= invSY;
  2850. _m1.elements[ 6 ] *= invSY;
  2851. _m1.elements[ 8 ] *= invSZ;
  2852. _m1.elements[ 9 ] *= invSZ;
  2853. _m1.elements[ 10 ] *= invSZ;
  2854. quaternion.setFromRotationMatrix( _m1 );
  2855. scale.x = sx;
  2856. scale.y = sy;
  2857. scale.z = sz;
  2858. return this;
  2859. },
  2860. makePerspective: function ( left, right, top, bottom, near, far ) {
  2861. if ( far === undefined ) {
  2862. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2863. }
  2864. var te = this.elements;
  2865. var x = 2 * near / ( right - left );
  2866. var y = 2 * near / ( top - bottom );
  2867. var a = ( right + left ) / ( right - left );
  2868. var b = ( top + bottom ) / ( top - bottom );
  2869. var c = - ( far + near ) / ( far - near );
  2870. var d = - 2 * far * near / ( far - near );
  2871. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2872. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2873. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2874. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2875. return this;
  2876. },
  2877. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2878. var te = this.elements;
  2879. var w = 1.0 / ( right - left );
  2880. var h = 1.0 / ( top - bottom );
  2881. var p = 1.0 / ( far - near );
  2882. var x = ( right + left ) * w;
  2883. var y = ( top + bottom ) * h;
  2884. var z = ( far + near ) * p;
  2885. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2886. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2887. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2888. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2889. return this;
  2890. },
  2891. equals: function ( matrix ) {
  2892. var te = this.elements;
  2893. var me = matrix.elements;
  2894. for ( var i = 0; i < 16; i ++ ) {
  2895. if ( te[ i ] !== me[ i ] ) { return false; }
  2896. }
  2897. return true;
  2898. },
  2899. fromArray: function ( array, offset ) {
  2900. if ( offset === undefined ) { offset = 0; }
  2901. for ( var i = 0; i < 16; i ++ ) {
  2902. this.elements[ i ] = array[ i + offset ];
  2903. }
  2904. return this;
  2905. },
  2906. toArray: function ( array, offset ) {
  2907. if ( array === undefined ) { array = []; }
  2908. if ( offset === undefined ) { offset = 0; }
  2909. var te = this.elements;
  2910. array[ offset ] = te[ 0 ];
  2911. array[ offset + 1 ] = te[ 1 ];
  2912. array[ offset + 2 ] = te[ 2 ];
  2913. array[ offset + 3 ] = te[ 3 ];
  2914. array[ offset + 4 ] = te[ 4 ];
  2915. array[ offset + 5 ] = te[ 5 ];
  2916. array[ offset + 6 ] = te[ 6 ];
  2917. array[ offset + 7 ] = te[ 7 ];
  2918. array[ offset + 8 ] = te[ 8 ];
  2919. array[ offset + 9 ] = te[ 9 ];
  2920. array[ offset + 10 ] = te[ 10 ];
  2921. array[ offset + 11 ] = te[ 11 ];
  2922. array[ offset + 12 ] = te[ 12 ];
  2923. array[ offset + 13 ] = te[ 13 ];
  2924. array[ offset + 14 ] = te[ 14 ];
  2925. array[ offset + 15 ] = te[ 15 ];
  2926. return array;
  2927. }
  2928. } );
  2929. /**
  2930. * @author mrdoob / http://mrdoob.com/
  2931. * @author WestLangley / http://github.com/WestLangley
  2932. * @author bhouston / http://clara.io
  2933. */
  2934. var _matrix = new Matrix4();
  2935. var _quaternion$1 = new Quaternion();
  2936. function Euler( x, y, z, order ) {
  2937. this._x = x || 0;
  2938. this._y = y || 0;
  2939. this._z = z || 0;
  2940. this._order = order || Euler.DefaultOrder;
  2941. }
  2942. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2943. Euler.DefaultOrder = 'XYZ';
  2944. Object.defineProperties( Euler.prototype, {
  2945. x: {
  2946. get: function () {
  2947. return this._x;
  2948. },
  2949. set: function ( value ) {
  2950. this._x = value;
  2951. this._onChangeCallback();
  2952. }
  2953. },
  2954. y: {
  2955. get: function () {
  2956. return this._y;
  2957. },
  2958. set: function ( value ) {
  2959. this._y = value;
  2960. this._onChangeCallback();
  2961. }
  2962. },
  2963. z: {
  2964. get: function () {
  2965. return this._z;
  2966. },
  2967. set: function ( value ) {
  2968. this._z = value;
  2969. this._onChangeCallback();
  2970. }
  2971. },
  2972. order: {
  2973. get: function () {
  2974. return this._order;
  2975. },
  2976. set: function ( value ) {
  2977. this._order = value;
  2978. this._onChangeCallback();
  2979. }
  2980. }
  2981. } );
  2982. Object.assign( Euler.prototype, {
  2983. isEuler: true,
  2984. set: function ( x, y, z, order ) {
  2985. this._x = x;
  2986. this._y = y;
  2987. this._z = z;
  2988. this._order = order || this._order;
  2989. this._onChangeCallback();
  2990. return this;
  2991. },
  2992. clone: function () {
  2993. return new this.constructor( this._x, this._y, this._z, this._order );
  2994. },
  2995. copy: function ( euler ) {
  2996. this._x = euler._x;
  2997. this._y = euler._y;
  2998. this._z = euler._z;
  2999. this._order = euler._order;
  3000. this._onChangeCallback();
  3001. return this;
  3002. },
  3003. setFromRotationMatrix: function ( m, order, update ) {
  3004. var clamp = _Math.clamp;
  3005. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3006. var te = m.elements;
  3007. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3008. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3009. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3010. order = order || this._order;
  3011. if ( order === 'XYZ' ) {
  3012. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3013. if ( Math.abs( m13 ) < 0.9999999 ) {
  3014. this._x = Math.atan2( - m23, m33 );
  3015. this._z = Math.atan2( - m12, m11 );
  3016. } else {
  3017. this._x = Math.atan2( m32, m22 );
  3018. this._z = 0;
  3019. }
  3020. } else if ( order === 'YXZ' ) {
  3021. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3022. if ( Math.abs( m23 ) < 0.9999999 ) {
  3023. this._y = Math.atan2( m13, m33 );
  3024. this._z = Math.atan2( m21, m22 );
  3025. } else {
  3026. this._y = Math.atan2( - m31, m11 );
  3027. this._z = 0;
  3028. }
  3029. } else if ( order === 'ZXY' ) {
  3030. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3031. if ( Math.abs( m32 ) < 0.9999999 ) {
  3032. this._y = Math.atan2( - m31, m33 );
  3033. this._z = Math.atan2( - m12, m22 );
  3034. } else {
  3035. this._y = 0;
  3036. this._z = Math.atan2( m21, m11 );
  3037. }
  3038. } else if ( order === 'ZYX' ) {
  3039. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3040. if ( Math.abs( m31 ) < 0.9999999 ) {
  3041. this._x = Math.atan2( m32, m33 );
  3042. this._z = Math.atan2( m21, m11 );
  3043. } else {
  3044. this._x = 0;
  3045. this._z = Math.atan2( - m12, m22 );
  3046. }
  3047. } else if ( order === 'YZX' ) {
  3048. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3049. if ( Math.abs( m21 ) < 0.9999999 ) {
  3050. this._x = Math.atan2( - m23, m22 );
  3051. this._y = Math.atan2( - m31, m11 );
  3052. } else {
  3053. this._x = 0;
  3054. this._y = Math.atan2( m13, m33 );
  3055. }
  3056. } else if ( order === 'XZY' ) {
  3057. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3058. if ( Math.abs( m12 ) < 0.9999999 ) {
  3059. this._x = Math.atan2( m32, m22 );
  3060. this._y = Math.atan2( m13, m11 );
  3061. } else {
  3062. this._x = Math.atan2( - m23, m33 );
  3063. this._y = 0;
  3064. }
  3065. } else {
  3066. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3067. }
  3068. this._order = order;
  3069. if ( update !== false ) { this._onChangeCallback(); }
  3070. return this;
  3071. },
  3072. setFromQuaternion: function ( q, order, update ) {
  3073. _matrix.makeRotationFromQuaternion( q );
  3074. return this.setFromRotationMatrix( _matrix, order, update );
  3075. },
  3076. setFromVector3: function ( v, order ) {
  3077. return this.set( v.x, v.y, v.z, order || this._order );
  3078. },
  3079. reorder: function ( newOrder ) {
  3080. // WARNING: this discards revolution information -bhouston
  3081. _quaternion$1.setFromEuler( this );
  3082. return this.setFromQuaternion( _quaternion$1, newOrder );
  3083. },
  3084. equals: function ( euler ) {
  3085. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3086. },
  3087. fromArray: function ( array ) {
  3088. this._x = array[ 0 ];
  3089. this._y = array[ 1 ];
  3090. this._z = array[ 2 ];
  3091. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3092. this._onChangeCallback();
  3093. return this;
  3094. },
  3095. toArray: function ( array, offset ) {
  3096. if ( array === undefined ) { array = []; }
  3097. if ( offset === undefined ) { offset = 0; }
  3098. array[ offset ] = this._x;
  3099. array[ offset + 1 ] = this._y;
  3100. array[ offset + 2 ] = this._z;
  3101. array[ offset + 3 ] = this._order;
  3102. return array;
  3103. },
  3104. toVector3: function ( optionalResult ) {
  3105. if ( optionalResult ) {
  3106. return optionalResult.set( this._x, this._y, this._z );
  3107. } else {
  3108. return new Vector3( this._x, this._y, this._z );
  3109. }
  3110. },
  3111. _onChange: function ( callback ) {
  3112. this._onChangeCallback = callback;
  3113. return this;
  3114. },
  3115. _onChangeCallback: function () {}
  3116. } );
  3117. /**
  3118. * @author mrdoob / http://mrdoob.com/
  3119. */
  3120. function Layers() {
  3121. this.mask = 1 | 0;
  3122. }
  3123. Object.assign( Layers.prototype, {
  3124. set: function ( channel ) {
  3125. this.mask = 1 << channel | 0;
  3126. },
  3127. enable: function ( channel ) {
  3128. this.mask |= 1 << channel | 0;
  3129. },
  3130. enableAll: function () {
  3131. this.mask = 0xffffffff | 0;
  3132. },
  3133. toggle: function ( channel ) {
  3134. this.mask ^= 1 << channel | 0;
  3135. },
  3136. disable: function ( channel ) {
  3137. this.mask &= ~ ( 1 << channel | 0 );
  3138. },
  3139. disableAll: function () {
  3140. this.mask = 0;
  3141. },
  3142. test: function ( layers ) {
  3143. return ( this.mask & layers.mask ) !== 0;
  3144. }
  3145. } );
  3146. var _object3DId = 0;
  3147. var _v1$1 = new Vector3();
  3148. var _q1 = new Quaternion();
  3149. var _m1$1 = new Matrix4();
  3150. var _target = new Vector3();
  3151. var _position = new Vector3();
  3152. var _scale = new Vector3();
  3153. var _quaternion$2 = new Quaternion();
  3154. var _xAxis = new Vector3( 1, 0, 0 );
  3155. var _yAxis = new Vector3( 0, 1, 0 );
  3156. var _zAxis = new Vector3( 0, 0, 1 );
  3157. var _addedEvent = { type: 'added' };
  3158. var _removedEvent = { type: 'removed' };
  3159. /**
  3160. * @author mrdoob / http://mrdoob.com/
  3161. * @author mikael emtinger / http://gomo.se/
  3162. * @author alteredq / http://alteredqualia.com/
  3163. * @author WestLangley / http://github.com/WestLangley
  3164. * @author elephantatwork / www.elephantatwork.ch
  3165. */
  3166. function Object3D() {
  3167. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3168. this.uuid = _Math.generateUUID();
  3169. this.name = '';
  3170. this.type = 'Object3D';
  3171. this.parent = null;
  3172. this.children = [];
  3173. this.up = Object3D.DefaultUp.clone();
  3174. var position = new Vector3();
  3175. var rotation = new Euler();
  3176. var quaternion = new Quaternion();
  3177. var scale = new Vector3( 1, 1, 1 );
  3178. function onRotationChange() {
  3179. quaternion.setFromEuler( rotation, false );
  3180. }
  3181. function onQuaternionChange() {
  3182. rotation.setFromQuaternion( quaternion, undefined, false );
  3183. }
  3184. rotation._onChange( onRotationChange );
  3185. quaternion._onChange( onQuaternionChange );
  3186. Object.defineProperties( this, {
  3187. position: {
  3188. configurable: true,
  3189. enumerable: true,
  3190. value: position
  3191. },
  3192. rotation: {
  3193. configurable: true,
  3194. enumerable: true,
  3195. value: rotation
  3196. },
  3197. quaternion: {
  3198. configurable: true,
  3199. enumerable: true,
  3200. value: quaternion
  3201. },
  3202. scale: {
  3203. configurable: true,
  3204. enumerable: true,
  3205. value: scale
  3206. },
  3207. modelViewMatrix: {
  3208. value: new Matrix4()
  3209. },
  3210. normalMatrix: {
  3211. value: new Matrix3()
  3212. }
  3213. } );
  3214. this.matrix = new Matrix4();
  3215. this.matrixWorld = new Matrix4();
  3216. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3217. this.matrixWorldNeedsUpdate = false;
  3218. this.layers = new Layers();
  3219. this.visible = true;
  3220. this.castShadow = false;
  3221. this.receiveShadow = false;
  3222. this.frustumCulled = true;
  3223. this.renderOrder = 0;
  3224. this.userData = {};
  3225. }
  3226. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3227. Object3D.DefaultMatrixAutoUpdate = true;
  3228. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3229. constructor: Object3D,
  3230. isObject3D: true,
  3231. onBeforeRender: function () {},
  3232. onAfterRender: function () {},
  3233. applyMatrix: function ( matrix ) {
  3234. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3235. this.matrix.premultiply( matrix );
  3236. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3237. },
  3238. applyQuaternion: function ( q ) {
  3239. this.quaternion.premultiply( q );
  3240. return this;
  3241. },
  3242. setRotationFromAxisAngle: function ( axis, angle ) {
  3243. // assumes axis is normalized
  3244. this.quaternion.setFromAxisAngle( axis, angle );
  3245. },
  3246. setRotationFromEuler: function ( euler ) {
  3247. this.quaternion.setFromEuler( euler, true );
  3248. },
  3249. setRotationFromMatrix: function ( m ) {
  3250. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3251. this.quaternion.setFromRotationMatrix( m );
  3252. },
  3253. setRotationFromQuaternion: function ( q ) {
  3254. // assumes q is normalized
  3255. this.quaternion.copy( q );
  3256. },
  3257. rotateOnAxis: function ( axis, angle ) {
  3258. // rotate object on axis in object space
  3259. // axis is assumed to be normalized
  3260. _q1.setFromAxisAngle( axis, angle );
  3261. this.quaternion.multiply( _q1 );
  3262. return this;
  3263. },
  3264. rotateOnWorldAxis: function ( axis, angle ) {
  3265. // rotate object on axis in world space
  3266. // axis is assumed to be normalized
  3267. // method assumes no rotated parent
  3268. _q1.setFromAxisAngle( axis, angle );
  3269. this.quaternion.premultiply( _q1 );
  3270. return this;
  3271. },
  3272. rotateX: function ( angle ) {
  3273. return this.rotateOnAxis( _xAxis, angle );
  3274. },
  3275. rotateY: function ( angle ) {
  3276. return this.rotateOnAxis( _yAxis, angle );
  3277. },
  3278. rotateZ: function ( angle ) {
  3279. return this.rotateOnAxis( _zAxis, angle );
  3280. },
  3281. translateOnAxis: function ( axis, distance ) {
  3282. // translate object by distance along axis in object space
  3283. // axis is assumed to be normalized
  3284. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3285. this.position.add( _v1$1.multiplyScalar( distance ) );
  3286. return this;
  3287. },
  3288. translateX: function ( distance ) {
  3289. return this.translateOnAxis( _xAxis, distance );
  3290. },
  3291. translateY: function ( distance ) {
  3292. return this.translateOnAxis( _yAxis, distance );
  3293. },
  3294. translateZ: function ( distance ) {
  3295. return this.translateOnAxis( _zAxis, distance );
  3296. },
  3297. localToWorld: function ( vector ) {
  3298. return vector.applyMatrix4( this.matrixWorld );
  3299. },
  3300. worldToLocal: function ( vector ) {
  3301. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3302. },
  3303. lookAt: function ( x, y, z ) {
  3304. // This method does not support objects having non-uniformly-scaled parent(s)
  3305. if ( x.isVector3 ) {
  3306. _target.copy( x );
  3307. } else {
  3308. _target.set( x, y, z );
  3309. }
  3310. var parent = this.parent;
  3311. this.updateWorldMatrix( true, false );
  3312. _position.setFromMatrixPosition( this.matrixWorld );
  3313. if ( this.isCamera || this.isLight ) {
  3314. _m1$1.lookAt( _position, _target, this.up );
  3315. } else {
  3316. _m1$1.lookAt( _target, _position, this.up );
  3317. }
  3318. this.quaternion.setFromRotationMatrix( _m1$1 );
  3319. if ( parent ) {
  3320. _m1$1.extractRotation( parent.matrixWorld );
  3321. _q1.setFromRotationMatrix( _m1$1 );
  3322. this.quaternion.premultiply( _q1.inverse() );
  3323. }
  3324. },
  3325. add: function ( object ) {
  3326. if ( arguments.length > 1 ) {
  3327. for ( var i = 0; i < arguments.length; i ++ ) {
  3328. this.add( arguments[ i ] );
  3329. }
  3330. return this;
  3331. }
  3332. if ( object === this ) {
  3333. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3334. return this;
  3335. }
  3336. if ( ( object && object.isObject3D ) ) {
  3337. if ( object.parent !== null ) {
  3338. object.parent.remove( object );
  3339. }
  3340. object.parent = this;
  3341. this.children.push( object );
  3342. object.dispatchEvent( _addedEvent );
  3343. } else {
  3344. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3345. }
  3346. return this;
  3347. },
  3348. remove: function ( object ) {
  3349. if ( arguments.length > 1 ) {
  3350. for ( var i = 0; i < arguments.length; i ++ ) {
  3351. this.remove( arguments[ i ] );
  3352. }
  3353. return this;
  3354. }
  3355. var index = this.children.indexOf( object );
  3356. if ( index !== - 1 ) {
  3357. object.parent = null;
  3358. this.children.splice( index, 1 );
  3359. object.dispatchEvent( _removedEvent );
  3360. }
  3361. return this;
  3362. },
  3363. attach: function ( object ) {
  3364. // adds object as a child of this, while maintaining the object's world transform
  3365. this.updateWorldMatrix( true, false );
  3366. _m1$1.getInverse( this.matrixWorld );
  3367. if ( object.parent !== null ) {
  3368. object.parent.updateWorldMatrix( true, false );
  3369. _m1$1.multiply( object.parent.matrixWorld );
  3370. }
  3371. object.applyMatrix( _m1$1 );
  3372. object.updateWorldMatrix( false, false );
  3373. this.add( object );
  3374. return this;
  3375. },
  3376. getObjectById: function ( id ) {
  3377. return this.getObjectByProperty( 'id', id );
  3378. },
  3379. getObjectByName: function ( name ) {
  3380. return this.getObjectByProperty( 'name', name );
  3381. },
  3382. getObjectByProperty: function ( name, value ) {
  3383. if ( this[ name ] === value ) { return this; }
  3384. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3385. var child = this.children[ i ];
  3386. var object = child.getObjectByProperty( name, value );
  3387. if ( object !== undefined ) {
  3388. return object;
  3389. }
  3390. }
  3391. return undefined;
  3392. },
  3393. getWorldPosition: function ( target ) {
  3394. if ( target === undefined ) {
  3395. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3396. target = new Vector3();
  3397. }
  3398. this.updateMatrixWorld( true );
  3399. return target.setFromMatrixPosition( this.matrixWorld );
  3400. },
  3401. getWorldQuaternion: function ( target ) {
  3402. if ( target === undefined ) {
  3403. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3404. target = new Quaternion();
  3405. }
  3406. this.updateMatrixWorld( true );
  3407. this.matrixWorld.decompose( _position, target, _scale );
  3408. return target;
  3409. },
  3410. getWorldScale: function ( target ) {
  3411. if ( target === undefined ) {
  3412. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3413. target = new Vector3();
  3414. }
  3415. this.updateMatrixWorld( true );
  3416. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3417. return target;
  3418. },
  3419. getWorldDirection: function ( target ) {
  3420. if ( target === undefined ) {
  3421. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3422. target = new Vector3();
  3423. }
  3424. this.updateMatrixWorld( true );
  3425. var e = this.matrixWorld.elements;
  3426. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3427. },
  3428. raycast: function () {},
  3429. traverse: function ( callback ) {
  3430. callback( this );
  3431. var children = this.children;
  3432. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3433. children[ i ].traverse( callback );
  3434. }
  3435. },
  3436. traverseVisible: function ( callback ) {
  3437. if ( this.visible === false ) { return; }
  3438. callback( this );
  3439. var children = this.children;
  3440. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3441. children[ i ].traverseVisible( callback );
  3442. }
  3443. },
  3444. traverseAncestors: function ( callback ) {
  3445. var parent = this.parent;
  3446. if ( parent !== null ) {
  3447. callback( parent );
  3448. parent.traverseAncestors( callback );
  3449. }
  3450. },
  3451. updateMatrix: function () {
  3452. this.matrix.compose( this.position, this.quaternion, this.scale );
  3453. this.matrixWorldNeedsUpdate = true;
  3454. },
  3455. updateMatrixWorld: function ( force ) {
  3456. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3457. if ( this.matrixWorldNeedsUpdate || force ) {
  3458. if ( this.parent === null ) {
  3459. this.matrixWorld.copy( this.matrix );
  3460. } else {
  3461. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3462. }
  3463. this.matrixWorldNeedsUpdate = false;
  3464. force = true;
  3465. }
  3466. // update children
  3467. var children = this.children;
  3468. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3469. children[ i ].updateMatrixWorld( force );
  3470. }
  3471. },
  3472. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3473. var parent = this.parent;
  3474. if ( updateParents === true && parent !== null ) {
  3475. parent.updateWorldMatrix( true, false );
  3476. }
  3477. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3478. if ( this.parent === null ) {
  3479. this.matrixWorld.copy( this.matrix );
  3480. } else {
  3481. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3482. }
  3483. // update children
  3484. if ( updateChildren === true ) {
  3485. var children = this.children;
  3486. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3487. children[ i ].updateWorldMatrix( false, true );
  3488. }
  3489. }
  3490. },
  3491. toJSON: function ( meta ) {
  3492. // meta is a string when called from JSON.stringify
  3493. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3494. var output = {};
  3495. // meta is a hash used to collect geometries, materials.
  3496. // not providing it implies that this is the root object
  3497. // being serialized.
  3498. if ( isRootObject ) {
  3499. // initialize meta obj
  3500. meta = {
  3501. geometries: {},
  3502. materials: {},
  3503. textures: {},
  3504. images: {},
  3505. shapes: {}
  3506. };
  3507. output.metadata = {
  3508. version: 4.5,
  3509. type: 'Object',
  3510. generator: 'Object3D.toJSON'
  3511. };
  3512. }
  3513. // standard Object3D serialization
  3514. var object = {};
  3515. object.uuid = this.uuid;
  3516. object.type = this.type;
  3517. if ( this.name !== '' ) { object.name = this.name; }
  3518. if ( this.castShadow === true ) { object.castShadow = true; }
  3519. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3520. if ( this.visible === false ) { object.visible = false; }
  3521. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3522. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3523. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3524. object.layers = this.layers.mask;
  3525. object.matrix = this.matrix.toArray();
  3526. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3527. // object specific properties
  3528. if ( this.isInstancedMesh ) {
  3529. object.type = 'InstancedMesh';
  3530. object.count = this.count;
  3531. object.instanceMatrix = this.instanceMatrix.toJSON();
  3532. }
  3533. //
  3534. function serialize( library, element ) {
  3535. if ( library[ element.uuid ] === undefined ) {
  3536. library[ element.uuid ] = element.toJSON( meta );
  3537. }
  3538. return element.uuid;
  3539. }
  3540. if ( this.isMesh || this.isLine || this.isPoints ) {
  3541. object.geometry = serialize( meta.geometries, this.geometry );
  3542. var parameters = this.geometry.parameters;
  3543. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3544. var shapes = parameters.shapes;
  3545. if ( Array.isArray( shapes ) ) {
  3546. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3547. var shape = shapes[ i ];
  3548. serialize( meta.shapes, shape );
  3549. }
  3550. } else {
  3551. serialize( meta.shapes, shapes );
  3552. }
  3553. }
  3554. }
  3555. if ( this.material !== undefined ) {
  3556. if ( Array.isArray( this.material ) ) {
  3557. var uuids = [];
  3558. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3559. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3560. }
  3561. object.material = uuids;
  3562. } else {
  3563. object.material = serialize( meta.materials, this.material );
  3564. }
  3565. }
  3566. //
  3567. if ( this.children.length > 0 ) {
  3568. object.children = [];
  3569. for ( var i = 0; i < this.children.length; i ++ ) {
  3570. object.children.push( this.children[ i ].toJSON( meta ).object );
  3571. }
  3572. }
  3573. if ( isRootObject ) {
  3574. var geometries = extractFromCache( meta.geometries );
  3575. var materials = extractFromCache( meta.materials );
  3576. var textures = extractFromCache( meta.textures );
  3577. var images = extractFromCache( meta.images );
  3578. var shapes = extractFromCache( meta.shapes );
  3579. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3580. if ( materials.length > 0 ) { output.materials = materials; }
  3581. if ( textures.length > 0 ) { output.textures = textures; }
  3582. if ( images.length > 0 ) { output.images = images; }
  3583. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3584. }
  3585. output.object = object;
  3586. return output;
  3587. // extract data from the cache hash
  3588. // remove metadata on each item
  3589. // and return as array
  3590. function extractFromCache( cache ) {
  3591. var values = [];
  3592. for ( var key in cache ) {
  3593. var data = cache[ key ];
  3594. delete data.metadata;
  3595. values.push( data );
  3596. }
  3597. return values;
  3598. }
  3599. },
  3600. clone: function ( recursive ) {
  3601. return new this.constructor().copy( this, recursive );
  3602. },
  3603. copy: function ( source, recursive ) {
  3604. if ( recursive === undefined ) { recursive = true; }
  3605. this.name = source.name;
  3606. this.up.copy( source.up );
  3607. this.position.copy( source.position );
  3608. this.quaternion.copy( source.quaternion );
  3609. this.scale.copy( source.scale );
  3610. this.matrix.copy( source.matrix );
  3611. this.matrixWorld.copy( source.matrixWorld );
  3612. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3613. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3614. this.layers.mask = source.layers.mask;
  3615. this.visible = source.visible;
  3616. this.castShadow = source.castShadow;
  3617. this.receiveShadow = source.receiveShadow;
  3618. this.frustumCulled = source.frustumCulled;
  3619. this.renderOrder = source.renderOrder;
  3620. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3621. if ( recursive === true ) {
  3622. for ( var i = 0; i < source.children.length; i ++ ) {
  3623. var child = source.children[ i ];
  3624. this.add( child.clone() );
  3625. }
  3626. }
  3627. return this;
  3628. }
  3629. } );
  3630. /**
  3631. * @author mrdoob / http://mrdoob.com/
  3632. */
  3633. function Scene() {
  3634. Object3D.call( this );
  3635. this.type = 'Scene';
  3636. this.background = null;
  3637. this.fog = null;
  3638. this.overrideMaterial = null;
  3639. this.autoUpdate = true; // checked by the renderer
  3640. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3641. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3642. }
  3643. }
  3644. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3645. constructor: Scene,
  3646. isScene: true,
  3647. copy: function ( source, recursive ) {
  3648. Object3D.prototype.copy.call( this, source, recursive );
  3649. if ( source.background !== null ) { this.background = source.background.clone(); }
  3650. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3651. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3652. this.autoUpdate = source.autoUpdate;
  3653. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3654. return this;
  3655. },
  3656. toJSON: function ( meta ) {
  3657. var data = Object3D.prototype.toJSON.call( this, meta );
  3658. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3659. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3660. return data;
  3661. },
  3662. dispose: function () {
  3663. this.dispatchEvent( { type: 'dispose' } );
  3664. }
  3665. } );
  3666. var _points = [
  3667. new Vector3(),
  3668. new Vector3(),
  3669. new Vector3(),
  3670. new Vector3(),
  3671. new Vector3(),
  3672. new Vector3(),
  3673. new Vector3(),
  3674. new Vector3()
  3675. ];
  3676. var _vector$2 = new Vector3();
  3677. var _box = new Box3();
  3678. // triangle centered vertices
  3679. var _v0 = new Vector3();
  3680. var _v1$2 = new Vector3();
  3681. var _v2 = new Vector3();
  3682. // triangle edge vectors
  3683. var _f0 = new Vector3();
  3684. var _f1 = new Vector3();
  3685. var _f2 = new Vector3();
  3686. var _center = new Vector3();
  3687. var _extents = new Vector3();
  3688. var _triangleNormal = new Vector3();
  3689. var _testAxis = new Vector3();
  3690. /**
  3691. * @author bhouston / http://clara.io
  3692. * @author WestLangley / http://github.com/WestLangley
  3693. */
  3694. function Box3( min, max ) {
  3695. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3696. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3697. }
  3698. Object.assign( Box3.prototype, {
  3699. isBox3: true,
  3700. set: function ( min, max ) {
  3701. this.min.copy( min );
  3702. this.max.copy( max );
  3703. return this;
  3704. },
  3705. setFromArray: function ( array ) {
  3706. var minX = + Infinity;
  3707. var minY = + Infinity;
  3708. var minZ = + Infinity;
  3709. var maxX = - Infinity;
  3710. var maxY = - Infinity;
  3711. var maxZ = - Infinity;
  3712. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3713. var x = array[ i ];
  3714. var y = array[ i + 1 ];
  3715. var z = array[ i + 2 ];
  3716. if ( x < minX ) { minX = x; }
  3717. if ( y < minY ) { minY = y; }
  3718. if ( z < minZ ) { minZ = z; }
  3719. if ( x > maxX ) { maxX = x; }
  3720. if ( y > maxY ) { maxY = y; }
  3721. if ( z > maxZ ) { maxZ = z; }
  3722. }
  3723. this.min.set( minX, minY, minZ );
  3724. this.max.set( maxX, maxY, maxZ );
  3725. return this;
  3726. },
  3727. setFromBufferAttribute: function ( attribute ) {
  3728. var minX = + Infinity;
  3729. var minY = + Infinity;
  3730. var minZ = + Infinity;
  3731. var maxX = - Infinity;
  3732. var maxY = - Infinity;
  3733. var maxZ = - Infinity;
  3734. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3735. var x = attribute.getX( i );
  3736. var y = attribute.getY( i );
  3737. var z = attribute.getZ( i );
  3738. if ( x < minX ) { minX = x; }
  3739. if ( y < minY ) { minY = y; }
  3740. if ( z < minZ ) { minZ = z; }
  3741. if ( x > maxX ) { maxX = x; }
  3742. if ( y > maxY ) { maxY = y; }
  3743. if ( z > maxZ ) { maxZ = z; }
  3744. }
  3745. this.min.set( minX, minY, minZ );
  3746. this.max.set( maxX, maxY, maxZ );
  3747. return this;
  3748. },
  3749. setFromPoints: function ( points ) {
  3750. this.makeEmpty();
  3751. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3752. this.expandByPoint( points[ i ] );
  3753. }
  3754. return this;
  3755. },
  3756. setFromCenterAndSize: function ( center, size ) {
  3757. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3758. this.min.copy( center ).sub( halfSize );
  3759. this.max.copy( center ).add( halfSize );
  3760. return this;
  3761. },
  3762. setFromObject: function ( object ) {
  3763. this.makeEmpty();
  3764. return this.expandByObject( object );
  3765. },
  3766. clone: function () {
  3767. return new this.constructor().copy( this );
  3768. },
  3769. copy: function ( box ) {
  3770. this.min.copy( box.min );
  3771. this.max.copy( box.max );
  3772. return this;
  3773. },
  3774. makeEmpty: function () {
  3775. this.min.x = this.min.y = this.min.z = + Infinity;
  3776. this.max.x = this.max.y = this.max.z = - Infinity;
  3777. return this;
  3778. },
  3779. isEmpty: function () {
  3780. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3781. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3782. },
  3783. getCenter: function ( target ) {
  3784. if ( target === undefined ) {
  3785. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3786. target = new Vector3();
  3787. }
  3788. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3789. },
  3790. getSize: function ( target ) {
  3791. if ( target === undefined ) {
  3792. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3793. target = new Vector3();
  3794. }
  3795. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3796. },
  3797. expandByPoint: function ( point ) {
  3798. this.min.min( point );
  3799. this.max.max( point );
  3800. return this;
  3801. },
  3802. expandByVector: function ( vector ) {
  3803. this.min.sub( vector );
  3804. this.max.add( vector );
  3805. return this;
  3806. },
  3807. expandByScalar: function ( scalar ) {
  3808. this.min.addScalar( - scalar );
  3809. this.max.addScalar( scalar );
  3810. return this;
  3811. },
  3812. expandByObject: function ( object ) {
  3813. // Computes the world-axis-aligned bounding box of an object (including its children),
  3814. // accounting for both the object's, and children's, world transforms
  3815. object.updateWorldMatrix( false, false );
  3816. var geometry = object.geometry;
  3817. if ( geometry !== undefined ) {
  3818. if ( geometry.boundingBox === null ) {
  3819. geometry.computeBoundingBox();
  3820. }
  3821. _box.copy( geometry.boundingBox );
  3822. _box.applyMatrix4( object.matrixWorld );
  3823. this.expandByPoint( _box.min );
  3824. this.expandByPoint( _box.max );
  3825. }
  3826. var children = object.children;
  3827. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3828. this.expandByObject( children[ i ] );
  3829. }
  3830. return this;
  3831. },
  3832. containsPoint: function ( point ) {
  3833. return point.x < this.min.x || point.x > this.max.x ||
  3834. point.y < this.min.y || point.y > this.max.y ||
  3835. point.z < this.min.z || point.z > this.max.z ? false : true;
  3836. },
  3837. containsBox: function ( box ) {
  3838. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3839. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3840. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3841. },
  3842. getParameter: function ( point, target ) {
  3843. // This can potentially have a divide by zero if the box
  3844. // has a size dimension of 0.
  3845. if ( target === undefined ) {
  3846. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3847. target = new Vector3();
  3848. }
  3849. return target.set(
  3850. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3851. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3852. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3853. );
  3854. },
  3855. intersectsBox: function ( box ) {
  3856. // using 6 splitting planes to rule out intersections.
  3857. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3858. box.max.y < this.min.y || box.min.y > this.max.y ||
  3859. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3860. },
  3861. intersectsSphere: function ( sphere ) {
  3862. // Find the point on the AABB closest to the sphere center.
  3863. this.clampPoint( sphere.center, _vector$2 );
  3864. // If that point is inside the sphere, the AABB and sphere intersect.
  3865. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3866. },
  3867. intersectsPlane: function ( plane ) {
  3868. // We compute the minimum and maximum dot product values. If those values
  3869. // are on the same side (back or front) of the plane, then there is no intersection.
  3870. var min, max;
  3871. if ( plane.normal.x > 0 ) {
  3872. min = plane.normal.x * this.min.x;
  3873. max = plane.normal.x * this.max.x;
  3874. } else {
  3875. min = plane.normal.x * this.max.x;
  3876. max = plane.normal.x * this.min.x;
  3877. }
  3878. if ( plane.normal.y > 0 ) {
  3879. min += plane.normal.y * this.min.y;
  3880. max += plane.normal.y * this.max.y;
  3881. } else {
  3882. min += plane.normal.y * this.max.y;
  3883. max += plane.normal.y * this.min.y;
  3884. }
  3885. if ( plane.normal.z > 0 ) {
  3886. min += plane.normal.z * this.min.z;
  3887. max += plane.normal.z * this.max.z;
  3888. } else {
  3889. min += plane.normal.z * this.max.z;
  3890. max += plane.normal.z * this.min.z;
  3891. }
  3892. return ( min <= - plane.constant && max >= - plane.constant );
  3893. },
  3894. intersectsTriangle: function ( triangle ) {
  3895. if ( this.isEmpty() ) {
  3896. return false;
  3897. }
  3898. // compute box center and extents
  3899. this.getCenter( _center );
  3900. _extents.subVectors( this.max, _center );
  3901. // translate triangle to aabb origin
  3902. _v0.subVectors( triangle.a, _center );
  3903. _v1$2.subVectors( triangle.b, _center );
  3904. _v2.subVectors( triangle.c, _center );
  3905. // compute edge vectors for triangle
  3906. _f0.subVectors( _v1$2, _v0 );
  3907. _f1.subVectors( _v2, _v1$2 );
  3908. _f2.subVectors( _v0, _v2 );
  3909. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3910. // 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
  3911. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3912. var axes = [
  3913. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3914. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3915. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3916. ];
  3917. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3918. return false;
  3919. }
  3920. // test 3 face normals from the aabb
  3921. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3922. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3923. return false;
  3924. }
  3925. // finally testing the face normal of the triangle
  3926. // use already existing triangle edge vectors here
  3927. _triangleNormal.crossVectors( _f0, _f1 );
  3928. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3929. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3930. },
  3931. clampPoint: function ( point, target ) {
  3932. if ( target === undefined ) {
  3933. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3934. target = new Vector3();
  3935. }
  3936. return target.copy( point ).clamp( this.min, this.max );
  3937. },
  3938. distanceToPoint: function ( point ) {
  3939. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3940. return clampedPoint.sub( point ).length();
  3941. },
  3942. getBoundingSphere: function ( target ) {
  3943. if ( target === undefined ) {
  3944. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3945. //target = new Sphere(); // removed to avoid cyclic dependency
  3946. }
  3947. this.getCenter( target.center );
  3948. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3949. return target;
  3950. },
  3951. intersect: function ( box ) {
  3952. this.min.max( box.min );
  3953. this.max.min( box.max );
  3954. // 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.
  3955. if ( this.isEmpty() ) { this.makeEmpty(); }
  3956. return this;
  3957. },
  3958. union: function ( box ) {
  3959. this.min.min( box.min );
  3960. this.max.max( box.max );
  3961. return this;
  3962. },
  3963. applyMatrix4: function ( matrix ) {
  3964. // transform of empty box is an empty box.
  3965. if ( this.isEmpty() ) { return this; }
  3966. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3967. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3968. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3969. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3970. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3971. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3972. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3973. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3974. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3975. this.setFromPoints( _points );
  3976. return this;
  3977. },
  3978. translate: function ( offset ) {
  3979. this.min.add( offset );
  3980. this.max.add( offset );
  3981. return this;
  3982. },
  3983. equals: function ( box ) {
  3984. return box.min.equals( this.min ) && box.max.equals( this.max );
  3985. }
  3986. } );
  3987. function satForAxes( axes, v0, v1, v2, extents ) {
  3988. var i, j;
  3989. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3990. _testAxis.fromArray( axes, i );
  3991. // project the aabb onto the seperating axis
  3992. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3993. // project all 3 vertices of the triangle onto the seperating axis
  3994. var p0 = v0.dot( _testAxis );
  3995. var p1 = v1.dot( _testAxis );
  3996. var p2 = v2.dot( _testAxis );
  3997. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3998. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3999. // points of the projected triangle are outside the projected half-length of the aabb
  4000. // the axis is seperating and we can exit
  4001. return false;
  4002. }
  4003. }
  4004. return true;
  4005. }
  4006. var _box$1 = new Box3();
  4007. /**
  4008. * @author bhouston / http://clara.io
  4009. * @author mrdoob / http://mrdoob.com/
  4010. */
  4011. function Sphere( center, radius ) {
  4012. this.center = ( center !== undefined ) ? center : new Vector3();
  4013. this.radius = ( radius !== undefined ) ? radius : 0;
  4014. }
  4015. Object.assign( Sphere.prototype, {
  4016. set: function ( center, radius ) {
  4017. this.center.copy( center );
  4018. this.radius = radius;
  4019. return this;
  4020. },
  4021. setFromPoints: function ( points, optionalCenter ) {
  4022. var center = this.center;
  4023. if ( optionalCenter !== undefined ) {
  4024. center.copy( optionalCenter );
  4025. } else {
  4026. _box$1.setFromPoints( points ).getCenter( center );
  4027. }
  4028. var maxRadiusSq = 0;
  4029. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4030. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4031. }
  4032. this.radius = Math.sqrt( maxRadiusSq );
  4033. return this;
  4034. },
  4035. clone: function () {
  4036. return new this.constructor().copy( this );
  4037. },
  4038. copy: function ( sphere ) {
  4039. this.center.copy( sphere.center );
  4040. this.radius = sphere.radius;
  4041. return this;
  4042. },
  4043. empty: function () {
  4044. return ( this.radius <= 0 );
  4045. },
  4046. containsPoint: function ( point ) {
  4047. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4048. },
  4049. distanceToPoint: function ( point ) {
  4050. return ( point.distanceTo( this.center ) - this.radius );
  4051. },
  4052. intersectsSphere: function ( sphere ) {
  4053. var radiusSum = this.radius + sphere.radius;
  4054. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4055. },
  4056. intersectsBox: function ( box ) {
  4057. return box.intersectsSphere( this );
  4058. },
  4059. intersectsPlane: function ( plane ) {
  4060. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4061. },
  4062. clampPoint: function ( point, target ) {
  4063. var deltaLengthSq = this.center.distanceToSquared( point );
  4064. if ( target === undefined ) {
  4065. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4066. target = new Vector3();
  4067. }
  4068. target.copy( point );
  4069. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4070. target.sub( this.center ).normalize();
  4071. target.multiplyScalar( this.radius ).add( this.center );
  4072. }
  4073. return target;
  4074. },
  4075. getBoundingBox: function ( target ) {
  4076. if ( target === undefined ) {
  4077. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4078. target = new Box3();
  4079. }
  4080. target.set( this.center, this.center );
  4081. target.expandByScalar( this.radius );
  4082. return target;
  4083. },
  4084. applyMatrix4: function ( matrix ) {
  4085. this.center.applyMatrix4( matrix );
  4086. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4087. return this;
  4088. },
  4089. translate: function ( offset ) {
  4090. this.center.add( offset );
  4091. return this;
  4092. },
  4093. equals: function ( sphere ) {
  4094. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4095. }
  4096. } );
  4097. var _vector$3 = new Vector3();
  4098. var _segCenter = new Vector3();
  4099. var _segDir = new Vector3();
  4100. var _diff = new Vector3();
  4101. var _edge1 = new Vector3();
  4102. var _edge2 = new Vector3();
  4103. var _normal = new Vector3();
  4104. /**
  4105. * @author bhouston / http://clara.io
  4106. */
  4107. function Ray( origin, direction ) {
  4108. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4109. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4110. }
  4111. Object.assign( Ray.prototype, {
  4112. set: function ( origin, direction ) {
  4113. this.origin.copy( origin );
  4114. this.direction.copy( direction );
  4115. return this;
  4116. },
  4117. clone: function () {
  4118. return new this.constructor().copy( this );
  4119. },
  4120. copy: function ( ray ) {
  4121. this.origin.copy( ray.origin );
  4122. this.direction.copy( ray.direction );
  4123. return this;
  4124. },
  4125. at: function ( t, target ) {
  4126. if ( target === undefined ) {
  4127. console.warn( 'THREE.Ray: .at() target is now required' );
  4128. target = new Vector3();
  4129. }
  4130. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4131. },
  4132. lookAt: function ( v ) {
  4133. this.direction.copy( v ).sub( this.origin ).normalize();
  4134. return this;
  4135. },
  4136. recast: function ( t ) {
  4137. this.origin.copy( this.at( t, _vector$3 ) );
  4138. return this;
  4139. },
  4140. closestPointToPoint: function ( point, target ) {
  4141. if ( target === undefined ) {
  4142. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4143. target = new Vector3();
  4144. }
  4145. target.subVectors( point, this.origin );
  4146. var directionDistance = target.dot( this.direction );
  4147. if ( directionDistance < 0 ) {
  4148. return target.copy( this.origin );
  4149. }
  4150. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4151. },
  4152. distanceToPoint: function ( point ) {
  4153. return Math.sqrt( this.distanceSqToPoint( point ) );
  4154. },
  4155. distanceSqToPoint: function ( point ) {
  4156. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4157. // point behind the ray
  4158. if ( directionDistance < 0 ) {
  4159. return this.origin.distanceToSquared( point );
  4160. }
  4161. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4162. return _vector$3.distanceToSquared( point );
  4163. },
  4164. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4165. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4166. // It returns the min distance between the ray and the segment
  4167. // defined by v0 and v1
  4168. // It can also set two optional targets :
  4169. // - The closest point on the ray
  4170. // - The closest point on the segment
  4171. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4172. _segDir.copy( v1 ).sub( v0 ).normalize();
  4173. _diff.copy( this.origin ).sub( _segCenter );
  4174. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4175. var a01 = - this.direction.dot( _segDir );
  4176. var b0 = _diff.dot( this.direction );
  4177. var b1 = - _diff.dot( _segDir );
  4178. var c = _diff.lengthSq();
  4179. var det = Math.abs( 1 - a01 * a01 );
  4180. var s0, s1, sqrDist, extDet;
  4181. if ( det > 0 ) {
  4182. // The ray and segment are not parallel.
  4183. s0 = a01 * b1 - b0;
  4184. s1 = a01 * b0 - b1;
  4185. extDet = segExtent * det;
  4186. if ( s0 >= 0 ) {
  4187. if ( s1 >= - extDet ) {
  4188. if ( s1 <= extDet ) {
  4189. // region 0
  4190. // Minimum at interior points of ray and segment.
  4191. var invDet = 1 / det;
  4192. s0 *= invDet;
  4193. s1 *= invDet;
  4194. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4195. } else {
  4196. // region 1
  4197. s1 = segExtent;
  4198. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4199. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4200. }
  4201. } else {
  4202. // region 5
  4203. s1 = - segExtent;
  4204. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4205. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4206. }
  4207. } else {
  4208. if ( s1 <= - extDet ) {
  4209. // region 4
  4210. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4211. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4212. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4213. } else if ( s1 <= extDet ) {
  4214. // region 3
  4215. s0 = 0;
  4216. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4217. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4218. } else {
  4219. // region 2
  4220. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4221. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4222. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4223. }
  4224. }
  4225. } else {
  4226. // Ray and segment are parallel.
  4227. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4228. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4229. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4230. }
  4231. if ( optionalPointOnRay ) {
  4232. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4233. }
  4234. if ( optionalPointOnSegment ) {
  4235. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4236. }
  4237. return sqrDist;
  4238. },
  4239. intersectSphere: function ( sphere, target ) {
  4240. _vector$3.subVectors( sphere.center, this.origin );
  4241. var tca = _vector$3.dot( this.direction );
  4242. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4243. var radius2 = sphere.radius * sphere.radius;
  4244. if ( d2 > radius2 ) { return null; }
  4245. var thc = Math.sqrt( radius2 - d2 );
  4246. // t0 = first intersect point - entrance on front of sphere
  4247. var t0 = tca - thc;
  4248. // t1 = second intersect point - exit point on back of sphere
  4249. var t1 = tca + thc;
  4250. // test to see if both t0 and t1 are behind the ray - if so, return null
  4251. if ( t0 < 0 && t1 < 0 ) { return null; }
  4252. // test to see if t0 is behind the ray:
  4253. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4254. // in order to always return an intersect point that is in front of the ray.
  4255. if ( t0 < 0 ) { return this.at( t1, target ); }
  4256. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4257. return this.at( t0, target );
  4258. },
  4259. intersectsSphere: function ( sphere ) {
  4260. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4261. },
  4262. distanceToPlane: function ( plane ) {
  4263. var denominator = plane.normal.dot( this.direction );
  4264. if ( denominator === 0 ) {
  4265. // line is coplanar, return origin
  4266. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4267. return 0;
  4268. }
  4269. // Null is preferable to undefined since undefined means.... it is undefined
  4270. return null;
  4271. }
  4272. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4273. // Return if the ray never intersects the plane
  4274. return t >= 0 ? t : null;
  4275. },
  4276. intersectPlane: function ( plane, target ) {
  4277. var t = this.distanceToPlane( plane );
  4278. if ( t === null ) {
  4279. return null;
  4280. }
  4281. return this.at( t, target );
  4282. },
  4283. intersectsPlane: function ( plane ) {
  4284. // check if the ray lies on the plane first
  4285. var distToPoint = plane.distanceToPoint( this.origin );
  4286. if ( distToPoint === 0 ) {
  4287. return true;
  4288. }
  4289. var denominator = plane.normal.dot( this.direction );
  4290. if ( denominator * distToPoint < 0 ) {
  4291. return true;
  4292. }
  4293. // ray origin is behind the plane (and is pointing behind it)
  4294. return false;
  4295. },
  4296. intersectBox: function ( box, target ) {
  4297. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4298. var invdirx = 1 / this.direction.x,
  4299. invdiry = 1 / this.direction.y,
  4300. invdirz = 1 / this.direction.z;
  4301. var origin = this.origin;
  4302. if ( invdirx >= 0 ) {
  4303. tmin = ( box.min.x - origin.x ) * invdirx;
  4304. tmax = ( box.max.x - origin.x ) * invdirx;
  4305. } else {
  4306. tmin = ( box.max.x - origin.x ) * invdirx;
  4307. tmax = ( box.min.x - origin.x ) * invdirx;
  4308. }
  4309. if ( invdiry >= 0 ) {
  4310. tymin = ( box.min.y - origin.y ) * invdiry;
  4311. tymax = ( box.max.y - origin.y ) * invdiry;
  4312. } else {
  4313. tymin = ( box.max.y - origin.y ) * invdiry;
  4314. tymax = ( box.min.y - origin.y ) * invdiry;
  4315. }
  4316. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4317. // These lines also handle the case where tmin or tmax is NaN
  4318. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4319. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4320. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4321. if ( invdirz >= 0 ) {
  4322. tzmin = ( box.min.z - origin.z ) * invdirz;
  4323. tzmax = ( box.max.z - origin.z ) * invdirz;
  4324. } else {
  4325. tzmin = ( box.max.z - origin.z ) * invdirz;
  4326. tzmax = ( box.min.z - origin.z ) * invdirz;
  4327. }
  4328. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4329. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4330. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4331. //return point closest to the ray (positive side)
  4332. if ( tmax < 0 ) { return null; }
  4333. return this.at( tmin >= 0 ? tmin : tmax, target );
  4334. },
  4335. intersectsBox: function ( box ) {
  4336. return this.intersectBox( box, _vector$3 ) !== null;
  4337. },
  4338. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4339. // Compute the offset origin, edges, and normal.
  4340. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4341. _edge1.subVectors( b, a );
  4342. _edge2.subVectors( c, a );
  4343. _normal.crossVectors( _edge1, _edge2 );
  4344. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4345. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4346. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4347. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4348. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4349. var DdN = this.direction.dot( _normal );
  4350. var sign;
  4351. if ( DdN > 0 ) {
  4352. if ( backfaceCulling ) { return null; }
  4353. sign = 1;
  4354. } else if ( DdN < 0 ) {
  4355. sign = - 1;
  4356. DdN = - DdN;
  4357. } else {
  4358. return null;
  4359. }
  4360. _diff.subVectors( this.origin, a );
  4361. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4362. // b1 < 0, no intersection
  4363. if ( DdQxE2 < 0 ) {
  4364. return null;
  4365. }
  4366. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4367. // b2 < 0, no intersection
  4368. if ( DdE1xQ < 0 ) {
  4369. return null;
  4370. }
  4371. // b1+b2 > 1, no intersection
  4372. if ( DdQxE2 + DdE1xQ > DdN ) {
  4373. return null;
  4374. }
  4375. // Line intersects triangle, check if ray does.
  4376. var QdN = - sign * _diff.dot( _normal );
  4377. // t < 0, no intersection
  4378. if ( QdN < 0 ) {
  4379. return null;
  4380. }
  4381. // Ray intersects triangle.
  4382. return this.at( QdN / DdN, target );
  4383. },
  4384. applyMatrix4: function ( matrix4 ) {
  4385. this.origin.applyMatrix4( matrix4 );
  4386. this.direction.transformDirection( matrix4 );
  4387. return this;
  4388. },
  4389. equals: function ( ray ) {
  4390. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4391. }
  4392. } );
  4393. /**
  4394. * @author bhouston / http://clara.io
  4395. */
  4396. var _vector1 = new Vector3();
  4397. var _vector2 = new Vector3();
  4398. var _normalMatrix = new Matrix3();
  4399. function Plane( normal, constant ) {
  4400. // normal is assumed to be normalized
  4401. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4402. this.constant = ( constant !== undefined ) ? constant : 0;
  4403. }
  4404. Object.assign( Plane.prototype, {
  4405. isPlane: true,
  4406. set: function ( normal, constant ) {
  4407. this.normal.copy( normal );
  4408. this.constant = constant;
  4409. return this;
  4410. },
  4411. setComponents: function ( x, y, z, w ) {
  4412. this.normal.set( x, y, z );
  4413. this.constant = w;
  4414. return this;
  4415. },
  4416. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4417. this.normal.copy( normal );
  4418. this.constant = - point.dot( this.normal );
  4419. return this;
  4420. },
  4421. setFromCoplanarPoints: function ( a, b, c ) {
  4422. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4423. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4424. this.setFromNormalAndCoplanarPoint( normal, a );
  4425. return this;
  4426. },
  4427. clone: function () {
  4428. return new this.constructor().copy( this );
  4429. },
  4430. copy: function ( plane ) {
  4431. this.normal.copy( plane.normal );
  4432. this.constant = plane.constant;
  4433. return this;
  4434. },
  4435. normalize: function () {
  4436. // Note: will lead to a divide by zero if the plane is invalid.
  4437. var inverseNormalLength = 1.0 / this.normal.length();
  4438. this.normal.multiplyScalar( inverseNormalLength );
  4439. this.constant *= inverseNormalLength;
  4440. return this;
  4441. },
  4442. negate: function () {
  4443. this.constant *= - 1;
  4444. this.normal.negate();
  4445. return this;
  4446. },
  4447. distanceToPoint: function ( point ) {
  4448. return this.normal.dot( point ) + this.constant;
  4449. },
  4450. distanceToSphere: function ( sphere ) {
  4451. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4452. },
  4453. projectPoint: function ( point, target ) {
  4454. if ( target === undefined ) {
  4455. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4456. target = new Vector3();
  4457. }
  4458. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4459. },
  4460. intersectLine: function ( line, target ) {
  4461. if ( target === undefined ) {
  4462. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4463. target = new Vector3();
  4464. }
  4465. var direction = line.delta( _vector1 );
  4466. var denominator = this.normal.dot( direction );
  4467. if ( denominator === 0 ) {
  4468. // line is coplanar, return origin
  4469. if ( this.distanceToPoint( line.start ) === 0 ) {
  4470. return target.copy( line.start );
  4471. }
  4472. // Unsure if this is the correct method to handle this case.
  4473. return undefined;
  4474. }
  4475. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4476. if ( t < 0 || t > 1 ) {
  4477. return undefined;
  4478. }
  4479. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4480. },
  4481. intersectsLine: function ( line ) {
  4482. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4483. var startSign = this.distanceToPoint( line.start );
  4484. var endSign = this.distanceToPoint( line.end );
  4485. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4486. },
  4487. intersectsBox: function ( box ) {
  4488. return box.intersectsPlane( this );
  4489. },
  4490. intersectsSphere: function ( sphere ) {
  4491. return sphere.intersectsPlane( this );
  4492. },
  4493. coplanarPoint: function ( target ) {
  4494. if ( target === undefined ) {
  4495. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4496. target = new Vector3();
  4497. }
  4498. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4499. },
  4500. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4501. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4502. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4503. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4504. this.constant = - referencePoint.dot( normal );
  4505. return this;
  4506. },
  4507. translate: function ( offset ) {
  4508. this.constant -= offset.dot( this.normal );
  4509. return this;
  4510. },
  4511. equals: function ( plane ) {
  4512. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4513. }
  4514. } );
  4515. /**
  4516. * @author bhouston / http://clara.io
  4517. * @author mrdoob / http://mrdoob.com/
  4518. */
  4519. var _v0$1 = new Vector3();
  4520. var _v1$3 = new Vector3();
  4521. var _v2$1 = new Vector3();
  4522. var _v3 = new Vector3();
  4523. var _vab = new Vector3();
  4524. var _vac = new Vector3();
  4525. var _vbc = new Vector3();
  4526. var _vap = new Vector3();
  4527. var _vbp = new Vector3();
  4528. var _vcp = new Vector3();
  4529. function Triangle( a, b, c ) {
  4530. this.a = ( a !== undefined ) ? a : new Vector3();
  4531. this.b = ( b !== undefined ) ? b : new Vector3();
  4532. this.c = ( c !== undefined ) ? c : new Vector3();
  4533. }
  4534. Object.assign( Triangle, {
  4535. getNormal: function ( a, b, c, target ) {
  4536. if ( target === undefined ) {
  4537. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4538. target = new Vector3();
  4539. }
  4540. target.subVectors( c, b );
  4541. _v0$1.subVectors( a, b );
  4542. target.cross( _v0$1 );
  4543. var targetLengthSq = target.lengthSq();
  4544. if ( targetLengthSq > 0 ) {
  4545. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4546. }
  4547. return target.set( 0, 0, 0 );
  4548. },
  4549. // static/instance method to calculate barycentric coordinates
  4550. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4551. getBarycoord: function ( point, a, b, c, target ) {
  4552. _v0$1.subVectors( c, a );
  4553. _v1$3.subVectors( b, a );
  4554. _v2$1.subVectors( point, a );
  4555. var dot00 = _v0$1.dot( _v0$1 );
  4556. var dot01 = _v0$1.dot( _v1$3 );
  4557. var dot02 = _v0$1.dot( _v2$1 );
  4558. var dot11 = _v1$3.dot( _v1$3 );
  4559. var dot12 = _v1$3.dot( _v2$1 );
  4560. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4561. if ( target === undefined ) {
  4562. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4563. target = new Vector3();
  4564. }
  4565. // collinear or singular triangle
  4566. if ( denom === 0 ) {
  4567. // arbitrary location outside of triangle?
  4568. // not sure if this is the best idea, maybe should be returning undefined
  4569. return target.set( - 2, - 1, - 1 );
  4570. }
  4571. var invDenom = 1 / denom;
  4572. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4573. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4574. // barycentric coordinates must always sum to 1
  4575. return target.set( 1 - u - v, v, u );
  4576. },
  4577. containsPoint: function ( point, a, b, c ) {
  4578. Triangle.getBarycoord( point, a, b, c, _v3 );
  4579. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4580. },
  4581. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4582. this.getBarycoord( point, p1, p2, p3, _v3 );
  4583. target.set( 0, 0 );
  4584. target.addScaledVector( uv1, _v3.x );
  4585. target.addScaledVector( uv2, _v3.y );
  4586. target.addScaledVector( uv3, _v3.z );
  4587. return target;
  4588. },
  4589. isFrontFacing: function ( a, b, c, direction ) {
  4590. _v0$1.subVectors( c, b );
  4591. _v1$3.subVectors( a, b );
  4592. // strictly front facing
  4593. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4594. }
  4595. } );
  4596. Object.assign( Triangle.prototype, {
  4597. set: function ( a, b, c ) {
  4598. this.a.copy( a );
  4599. this.b.copy( b );
  4600. this.c.copy( c );
  4601. return this;
  4602. },
  4603. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4604. this.a.copy( points[ i0 ] );
  4605. this.b.copy( points[ i1 ] );
  4606. this.c.copy( points[ i2 ] );
  4607. return this;
  4608. },
  4609. clone: function () {
  4610. return new this.constructor().copy( this );
  4611. },
  4612. copy: function ( triangle ) {
  4613. this.a.copy( triangle.a );
  4614. this.b.copy( triangle.b );
  4615. this.c.copy( triangle.c );
  4616. return this;
  4617. },
  4618. getArea: function () {
  4619. _v0$1.subVectors( this.c, this.b );
  4620. _v1$3.subVectors( this.a, this.b );
  4621. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4622. },
  4623. getMidpoint: function ( target ) {
  4624. if ( target === undefined ) {
  4625. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4626. target = new Vector3();
  4627. }
  4628. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4629. },
  4630. getNormal: function ( target ) {
  4631. return Triangle.getNormal( this.a, this.b, this.c, target );
  4632. },
  4633. getPlane: function ( target ) {
  4634. if ( target === undefined ) {
  4635. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4636. target = new Plane();
  4637. }
  4638. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4639. },
  4640. getBarycoord: function ( point, target ) {
  4641. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4642. },
  4643. getUV: function ( point, uv1, uv2, uv3, target ) {
  4644. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4645. },
  4646. containsPoint: function ( point ) {
  4647. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4648. },
  4649. isFrontFacing: function ( direction ) {
  4650. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4651. },
  4652. intersectsBox: function ( box ) {
  4653. return box.intersectsTriangle( this );
  4654. },
  4655. closestPointToPoint: function ( p, target ) {
  4656. if ( target === undefined ) {
  4657. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4658. target = new Vector3();
  4659. }
  4660. var a = this.a, b = this.b, c = this.c;
  4661. var v, w;
  4662. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4663. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4664. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4665. // basically, we're distinguishing which of the voronoi regions of the triangle
  4666. // the point lies in with the minimum amount of redundant computation.
  4667. _vab.subVectors( b, a );
  4668. _vac.subVectors( c, a );
  4669. _vap.subVectors( p, a );
  4670. var d1 = _vab.dot( _vap );
  4671. var d2 = _vac.dot( _vap );
  4672. if ( d1 <= 0 && d2 <= 0 ) {
  4673. // vertex region of A; barycentric coords (1, 0, 0)
  4674. return target.copy( a );
  4675. }
  4676. _vbp.subVectors( p, b );
  4677. var d3 = _vab.dot( _vbp );
  4678. var d4 = _vac.dot( _vbp );
  4679. if ( d3 >= 0 && d4 <= d3 ) {
  4680. // vertex region of B; barycentric coords (0, 1, 0)
  4681. return target.copy( b );
  4682. }
  4683. var vc = d1 * d4 - d3 * d2;
  4684. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4685. v = d1 / ( d1 - d3 );
  4686. // edge region of AB; barycentric coords (1-v, v, 0)
  4687. return target.copy( a ).addScaledVector( _vab, v );
  4688. }
  4689. _vcp.subVectors( p, c );
  4690. var d5 = _vab.dot( _vcp );
  4691. var d6 = _vac.dot( _vcp );
  4692. if ( d6 >= 0 && d5 <= d6 ) {
  4693. // vertex region of C; barycentric coords (0, 0, 1)
  4694. return target.copy( c );
  4695. }
  4696. var vb = d5 * d2 - d1 * d6;
  4697. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4698. w = d2 / ( d2 - d6 );
  4699. // edge region of AC; barycentric coords (1-w, 0, w)
  4700. return target.copy( a ).addScaledVector( _vac, w );
  4701. }
  4702. var va = d3 * d6 - d5 * d4;
  4703. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4704. _vbc.subVectors( c, b );
  4705. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4706. // edge region of BC; barycentric coords (0, 1-w, w)
  4707. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4708. }
  4709. // face region
  4710. var denom = 1 / ( va + vb + vc );
  4711. // u = va * denom
  4712. v = vb * denom;
  4713. w = vc * denom;
  4714. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4715. },
  4716. equals: function ( triangle ) {
  4717. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4718. }
  4719. } );
  4720. /**
  4721. * @author mrdoob / http://mrdoob.com/
  4722. */
  4723. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4724. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4725. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4726. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4727. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4728. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4729. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4730. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4731. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4732. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4733. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4734. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4735. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4736. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4737. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4738. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4739. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4740. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4741. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4742. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4743. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4744. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4745. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4746. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4747. var _hslA = { h: 0, s: 0, l: 0 };
  4748. var _hslB = { h: 0, s: 0, l: 0 };
  4749. function Color( r, g, b ) {
  4750. if ( g === undefined && b === undefined ) {
  4751. // r is THREE.Color, hex or string
  4752. return this.set( r );
  4753. }
  4754. return this.setRGB( r, g, b );
  4755. }
  4756. function hue2rgb( p, q, t ) {
  4757. if ( t < 0 ) { t += 1; }
  4758. if ( t > 1 ) { t -= 1; }
  4759. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4760. if ( t < 1 / 2 ) { return q; }
  4761. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4762. return p;
  4763. }
  4764. function SRGBToLinear( c ) {
  4765. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4766. }
  4767. function LinearToSRGB( c ) {
  4768. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4769. }
  4770. Object.assign( Color.prototype, {
  4771. isColor: true,
  4772. r: 1, g: 1, b: 1,
  4773. set: function ( value ) {
  4774. if ( value && value.isColor ) {
  4775. this.copy( value );
  4776. } else if ( typeof value === 'number' ) {
  4777. this.setHex( value );
  4778. } else if ( typeof value === 'string' ) {
  4779. this.setStyle( value );
  4780. }
  4781. return this;
  4782. },
  4783. setScalar: function ( scalar ) {
  4784. this.r = scalar;
  4785. this.g = scalar;
  4786. this.b = scalar;
  4787. return this;
  4788. },
  4789. setHex: function ( hex ) {
  4790. hex = Math.floor( hex );
  4791. this.r = ( hex >> 16 & 255 ) / 255;
  4792. this.g = ( hex >> 8 & 255 ) / 255;
  4793. this.b = ( hex & 255 ) / 255;
  4794. return this;
  4795. },
  4796. setRGB: function ( r, g, b ) {
  4797. this.r = r;
  4798. this.g = g;
  4799. this.b = b;
  4800. return this;
  4801. },
  4802. setHSL: function ( h, s, l ) {
  4803. // h,s,l ranges are in 0.0 - 1.0
  4804. h = _Math.euclideanModulo( h, 1 );
  4805. s = _Math.clamp( s, 0, 1 );
  4806. l = _Math.clamp( l, 0, 1 );
  4807. if ( s === 0 ) {
  4808. this.r = this.g = this.b = l;
  4809. } else {
  4810. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4811. var q = ( 2 * l ) - p;
  4812. this.r = hue2rgb( q, p, h + 1 / 3 );
  4813. this.g = hue2rgb( q, p, h );
  4814. this.b = hue2rgb( q, p, h - 1 / 3 );
  4815. }
  4816. return this;
  4817. },
  4818. setStyle: function ( style ) {
  4819. function handleAlpha( string ) {
  4820. if ( string === undefined ) { return; }
  4821. if ( parseFloat( string ) < 1 ) {
  4822. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4823. }
  4824. }
  4825. var m;
  4826. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4827. // rgb / hsl
  4828. var color;
  4829. var name = m[ 1 ];
  4830. var components = m[ 2 ];
  4831. switch ( name ) {
  4832. case 'rgb':
  4833. case 'rgba':
  4834. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4835. // rgb(255,0,0) rgba(255,0,0,0.5)
  4836. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4837. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4838. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4839. handleAlpha( color[ 5 ] );
  4840. return this;
  4841. }
  4842. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4843. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4844. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4845. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4846. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4847. handleAlpha( color[ 5 ] );
  4848. return this;
  4849. }
  4850. break;
  4851. case 'hsl':
  4852. case 'hsla':
  4853. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4854. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4855. var h = parseFloat( color[ 1 ] ) / 360;
  4856. var s = parseInt( color[ 2 ], 10 ) / 100;
  4857. var l = parseInt( color[ 3 ], 10 ) / 100;
  4858. handleAlpha( color[ 5 ] );
  4859. return this.setHSL( h, s, l );
  4860. }
  4861. break;
  4862. }
  4863. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4864. // hex color
  4865. var hex = m[ 1 ];
  4866. var size = hex.length;
  4867. if ( size === 3 ) {
  4868. // #ff0
  4869. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4870. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4871. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4872. return this;
  4873. } else if ( size === 6 ) {
  4874. // #ff0000
  4875. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4876. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4877. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4878. return this;
  4879. }
  4880. }
  4881. if ( style && style.length > 0 ) {
  4882. return this.setColorName( style );
  4883. }
  4884. return this;
  4885. },
  4886. setColorName: function ( style ) {
  4887. // color keywords
  4888. var hex = _colorKeywords[ style ];
  4889. if ( hex !== undefined ) {
  4890. // red
  4891. this.setHex( hex );
  4892. } else {
  4893. // unknown color
  4894. console.warn( 'THREE.Color: Unknown color ' + style );
  4895. }
  4896. return this;
  4897. },
  4898. clone: function () {
  4899. return new this.constructor( this.r, this.g, this.b );
  4900. },
  4901. copy: function ( color ) {
  4902. this.r = color.r;
  4903. this.g = color.g;
  4904. this.b = color.b;
  4905. return this;
  4906. },
  4907. copyGammaToLinear: function ( color, gammaFactor ) {
  4908. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4909. this.r = Math.pow( color.r, gammaFactor );
  4910. this.g = Math.pow( color.g, gammaFactor );
  4911. this.b = Math.pow( color.b, gammaFactor );
  4912. return this;
  4913. },
  4914. copyLinearToGamma: function ( color, gammaFactor ) {
  4915. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4916. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4917. this.r = Math.pow( color.r, safeInverse );
  4918. this.g = Math.pow( color.g, safeInverse );
  4919. this.b = Math.pow( color.b, safeInverse );
  4920. return this;
  4921. },
  4922. convertGammaToLinear: function ( gammaFactor ) {
  4923. this.copyGammaToLinear( this, gammaFactor );
  4924. return this;
  4925. },
  4926. convertLinearToGamma: function ( gammaFactor ) {
  4927. this.copyLinearToGamma( this, gammaFactor );
  4928. return this;
  4929. },
  4930. copySRGBToLinear: function ( color ) {
  4931. this.r = SRGBToLinear( color.r );
  4932. this.g = SRGBToLinear( color.g );
  4933. this.b = SRGBToLinear( color.b );
  4934. return this;
  4935. },
  4936. copyLinearToSRGB: function ( color ) {
  4937. this.r = LinearToSRGB( color.r );
  4938. this.g = LinearToSRGB( color.g );
  4939. this.b = LinearToSRGB( color.b );
  4940. return this;
  4941. },
  4942. convertSRGBToLinear: function () {
  4943. this.copySRGBToLinear( this );
  4944. return this;
  4945. },
  4946. convertLinearToSRGB: function () {
  4947. this.copyLinearToSRGB( this );
  4948. return this;
  4949. },
  4950. getHex: function () {
  4951. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4952. },
  4953. getHexString: function () {
  4954. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4955. },
  4956. getHSL: function ( target ) {
  4957. // h,s,l ranges are in 0.0 - 1.0
  4958. if ( target === undefined ) {
  4959. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4960. target = { h: 0, s: 0, l: 0 };
  4961. }
  4962. var r = this.r, g = this.g, b = this.b;
  4963. var max = Math.max( r, g, b );
  4964. var min = Math.min( r, g, b );
  4965. var hue, saturation;
  4966. var lightness = ( min + max ) / 2.0;
  4967. if ( min === max ) {
  4968. hue = 0;
  4969. saturation = 0;
  4970. } else {
  4971. var delta = max - min;
  4972. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4973. switch ( max ) {
  4974. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4975. case g: hue = ( b - r ) / delta + 2; break;
  4976. case b: hue = ( r - g ) / delta + 4; break;
  4977. }
  4978. hue /= 6;
  4979. }
  4980. target.h = hue;
  4981. target.s = saturation;
  4982. target.l = lightness;
  4983. return target;
  4984. },
  4985. getStyle: function () {
  4986. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4987. },
  4988. offsetHSL: function ( h, s, l ) {
  4989. this.getHSL( _hslA );
  4990. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4991. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4992. return this;
  4993. },
  4994. add: function ( color ) {
  4995. this.r += color.r;
  4996. this.g += color.g;
  4997. this.b += color.b;
  4998. return this;
  4999. },
  5000. addColors: function ( color1, color2 ) {
  5001. this.r = color1.r + color2.r;
  5002. this.g = color1.g + color2.g;
  5003. this.b = color1.b + color2.b;
  5004. return this;
  5005. },
  5006. addScalar: function ( s ) {
  5007. this.r += s;
  5008. this.g += s;
  5009. this.b += s;
  5010. return this;
  5011. },
  5012. sub: function ( color ) {
  5013. this.r = Math.max( 0, this.r - color.r );
  5014. this.g = Math.max( 0, this.g - color.g );
  5015. this.b = Math.max( 0, this.b - color.b );
  5016. return this;
  5017. },
  5018. multiply: function ( color ) {
  5019. this.r *= color.r;
  5020. this.g *= color.g;
  5021. this.b *= color.b;
  5022. return this;
  5023. },
  5024. multiplyScalar: function ( s ) {
  5025. this.r *= s;
  5026. this.g *= s;
  5027. this.b *= s;
  5028. return this;
  5029. },
  5030. lerp: function ( color, alpha ) {
  5031. this.r += ( color.r - this.r ) * alpha;
  5032. this.g += ( color.g - this.g ) * alpha;
  5033. this.b += ( color.b - this.b ) * alpha;
  5034. return this;
  5035. },
  5036. lerpHSL: function ( color, alpha ) {
  5037. this.getHSL( _hslA );
  5038. color.getHSL( _hslB );
  5039. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  5040. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  5041. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  5042. this.setHSL( h, s, l );
  5043. return this;
  5044. },
  5045. equals: function ( c ) {
  5046. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5047. },
  5048. fromArray: function ( array, offset ) {
  5049. if ( offset === undefined ) { offset = 0; }
  5050. this.r = array[ offset ];
  5051. this.g = array[ offset + 1 ];
  5052. this.b = array[ offset + 2 ];
  5053. return this;
  5054. },
  5055. toArray: function ( array, offset ) {
  5056. if ( array === undefined ) { array = []; }
  5057. if ( offset === undefined ) { offset = 0; }
  5058. array[ offset ] = this.r;
  5059. array[ offset + 1 ] = this.g;
  5060. array[ offset + 2 ] = this.b;
  5061. return array;
  5062. },
  5063. toJSON: function () {
  5064. return this.getHex();
  5065. }
  5066. } );
  5067. Color.NAMES = _colorKeywords;
  5068. /**
  5069. * @author mrdoob / http://mrdoob.com/
  5070. * @author alteredq / http://alteredqualia.com/
  5071. */
  5072. function Face3( a, b, c, normal, color, materialIndex ) {
  5073. this.a = a;
  5074. this.b = b;
  5075. this.c = c;
  5076. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5077. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5078. this.color = ( color && color.isColor ) ? color : new Color();
  5079. this.vertexColors = Array.isArray( color ) ? color : [];
  5080. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5081. }
  5082. Object.assign( Face3.prototype, {
  5083. clone: function () {
  5084. return new this.constructor().copy( this );
  5085. },
  5086. copy: function ( source ) {
  5087. this.a = source.a;
  5088. this.b = source.b;
  5089. this.c = source.c;
  5090. this.normal.copy( source.normal );
  5091. this.color.copy( source.color );
  5092. this.materialIndex = source.materialIndex;
  5093. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5094. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5095. }
  5096. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5097. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5098. }
  5099. return this;
  5100. }
  5101. } );
  5102. /**
  5103. * @author mrdoob / http://mrdoob.com/
  5104. * @author alteredq / http://alteredqualia.com/
  5105. */
  5106. var materialId = 0;
  5107. function Material() {
  5108. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5109. this.uuid = _Math.generateUUID();
  5110. this.name = '';
  5111. this.type = 'Material';
  5112. this.fog = true;
  5113. this.blending = NormalBlending;
  5114. this.side = FrontSide;
  5115. this.flatShading = false;
  5116. this.vertexTangents = false;
  5117. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5118. this.opacity = 1;
  5119. this.transparent = false;
  5120. this.blendSrc = SrcAlphaFactor;
  5121. this.blendDst = OneMinusSrcAlphaFactor;
  5122. this.blendEquation = AddEquation;
  5123. this.blendSrcAlpha = null;
  5124. this.blendDstAlpha = null;
  5125. this.blendEquationAlpha = null;
  5126. this.depthFunc = LessEqualDepth;
  5127. this.depthTest = true;
  5128. this.depthWrite = true;
  5129. this.stencilWriteMask = 0xff;
  5130. this.stencilFunc = AlwaysStencilFunc;
  5131. this.stencilRef = 0;
  5132. this.stencilFuncMask = 0xff;
  5133. this.stencilFail = KeepStencilOp;
  5134. this.stencilZFail = KeepStencilOp;
  5135. this.stencilZPass = KeepStencilOp;
  5136. this.stencilWrite = false;
  5137. this.clippingPlanes = null;
  5138. this.clipIntersection = false;
  5139. this.clipShadows = false;
  5140. this.shadowSide = null;
  5141. this.colorWrite = true;
  5142. this.precision = null; // override the renderer's default precision for this material
  5143. this.polygonOffset = false;
  5144. this.polygonOffsetFactor = 0;
  5145. this.polygonOffsetUnits = 0;
  5146. this.dithering = false;
  5147. this.alphaTest = 0;
  5148. this.premultipliedAlpha = false;
  5149. this.visible = true;
  5150. this.toneMapped = true;
  5151. this.userData = {};
  5152. this.version = 0;
  5153. }
  5154. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5155. constructor: Material,
  5156. isMaterial: true,
  5157. onBeforeCompile: function () {},
  5158. setValues: function ( values ) {
  5159. if ( values === undefined ) { return; }
  5160. for ( var key in values ) {
  5161. var newValue = values[ key ];
  5162. if ( newValue === undefined ) {
  5163. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5164. continue;
  5165. }
  5166. // for backward compatability if shading is set in the constructor
  5167. if ( key === 'shading' ) {
  5168. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5169. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5170. continue;
  5171. }
  5172. var currentValue = this[ key ];
  5173. if ( currentValue === undefined ) {
  5174. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5175. continue;
  5176. }
  5177. if ( currentValue && currentValue.isColor ) {
  5178. currentValue.set( newValue );
  5179. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5180. currentValue.copy( newValue );
  5181. } else {
  5182. this[ key ] = newValue;
  5183. }
  5184. }
  5185. },
  5186. toJSON: function ( meta ) {
  5187. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5188. if ( isRoot ) {
  5189. meta = {
  5190. textures: {},
  5191. images: {}
  5192. };
  5193. }
  5194. var data = {
  5195. metadata: {
  5196. version: 4.5,
  5197. type: 'Material',
  5198. generator: 'Material.toJSON'
  5199. }
  5200. };
  5201. // standard Material serialization
  5202. data.uuid = this.uuid;
  5203. data.type = this.type;
  5204. if ( this.name !== '' ) { data.name = this.name; }
  5205. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5206. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5207. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5208. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5209. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5210. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5211. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5212. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5213. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5214. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5215. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5216. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5217. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5218. }
  5219. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5220. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5221. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5222. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5223. if ( this.aoMap && this.aoMap.isTexture ) {
  5224. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5225. data.aoMapIntensity = this.aoMapIntensity;
  5226. }
  5227. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5228. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5229. data.bumpScale = this.bumpScale;
  5230. }
  5231. if ( this.normalMap && this.normalMap.isTexture ) {
  5232. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5233. data.normalMapType = this.normalMapType;
  5234. data.normalScale = this.normalScale.toArray();
  5235. }
  5236. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5237. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5238. data.displacementScale = this.displacementScale;
  5239. data.displacementBias = this.displacementBias;
  5240. }
  5241. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5242. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5243. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5244. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5245. if ( this.envMap && this.envMap.isTexture ) {
  5246. data.envMap = this.envMap.toJSON( meta ).uuid;
  5247. data.reflectivity = this.reflectivity; // Scale behind envMap
  5248. data.refractionRatio = this.refractionRatio;
  5249. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5250. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5251. }
  5252. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5253. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5254. }
  5255. if ( this.size !== undefined ) { data.size = this.size; }
  5256. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5257. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5258. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5259. if ( this.side !== FrontSide ) { data.side = this.side; }
  5260. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5261. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5262. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5263. data.depthFunc = this.depthFunc;
  5264. data.depthTest = this.depthTest;
  5265. data.depthWrite = this.depthWrite;
  5266. data.stencilWrite = this.stencilWrite;
  5267. data.stencilWriteMask = this.stencilWriteMask;
  5268. data.stencilFunc = this.stencilFunc;
  5269. data.stencilRef = this.stencilRef;
  5270. data.stencilFuncMask = this.stencilFuncMask;
  5271. data.stencilFail = this.stencilFail;
  5272. data.stencilZFail = this.stencilZFail;
  5273. data.stencilZPass = this.stencilZPass;
  5274. // rotation (SpriteMaterial)
  5275. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5276. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5277. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5278. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5279. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5280. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5281. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5282. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5283. if ( this.dithering === true ) { data.dithering = true; }
  5284. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5285. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5286. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5287. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5288. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5289. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5290. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5291. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5292. if ( this.skinning === true ) { data.skinning = true; }
  5293. if ( this.visible === false ) { data.visible = false; }
  5294. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5295. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5296. // TODO: Copied from Object3D.toJSON
  5297. function extractFromCache( cache ) {
  5298. var values = [];
  5299. for ( var key in cache ) {
  5300. var data = cache[ key ];
  5301. delete data.metadata;
  5302. values.push( data );
  5303. }
  5304. return values;
  5305. }
  5306. if ( isRoot ) {
  5307. var textures = extractFromCache( meta.textures );
  5308. var images = extractFromCache( meta.images );
  5309. if ( textures.length > 0 ) { data.textures = textures; }
  5310. if ( images.length > 0 ) { data.images = images; }
  5311. }
  5312. return data;
  5313. },
  5314. clone: function () {
  5315. return new this.constructor().copy( this );
  5316. },
  5317. copy: function ( source ) {
  5318. this.name = source.name;
  5319. this.fog = source.fog;
  5320. this.blending = source.blending;
  5321. this.side = source.side;
  5322. this.flatShading = source.flatShading;
  5323. this.vertexTangents = source.vertexTangents;
  5324. this.vertexColors = source.vertexColors;
  5325. this.opacity = source.opacity;
  5326. this.transparent = source.transparent;
  5327. this.blendSrc = source.blendSrc;
  5328. this.blendDst = source.blendDst;
  5329. this.blendEquation = source.blendEquation;
  5330. this.blendSrcAlpha = source.blendSrcAlpha;
  5331. this.blendDstAlpha = source.blendDstAlpha;
  5332. this.blendEquationAlpha = source.blendEquationAlpha;
  5333. this.depthFunc = source.depthFunc;
  5334. this.depthTest = source.depthTest;
  5335. this.depthWrite = source.depthWrite;
  5336. this.stencilWriteMask = source.stencilWriteMask;
  5337. this.stencilFunc = source.stencilFunc;
  5338. this.stencilRef = source.stencilRef;
  5339. this.stencilFuncMask = source.stencilFuncMask;
  5340. this.stencilFail = source.stencilFail;
  5341. this.stencilZFail = source.stencilZFail;
  5342. this.stencilZPass = source.stencilZPass;
  5343. this.stencilWrite = source.stencilWrite;
  5344. var srcPlanes = source.clippingPlanes,
  5345. dstPlanes = null;
  5346. if ( srcPlanes !== null ) {
  5347. var n = srcPlanes.length;
  5348. dstPlanes = new Array( n );
  5349. for ( var i = 0; i !== n; ++ i )
  5350. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5351. }
  5352. this.clippingPlanes = dstPlanes;
  5353. this.clipIntersection = source.clipIntersection;
  5354. this.clipShadows = source.clipShadows;
  5355. this.shadowSide = source.shadowSide;
  5356. this.colorWrite = source.colorWrite;
  5357. this.precision = source.precision;
  5358. this.polygonOffset = source.polygonOffset;
  5359. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5360. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5361. this.dithering = source.dithering;
  5362. this.alphaTest = source.alphaTest;
  5363. this.premultipliedAlpha = source.premultipliedAlpha;
  5364. this.visible = source.visible;
  5365. this.toneMapped = source.toneMapped;
  5366. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5367. return this;
  5368. },
  5369. dispose: function () {
  5370. this.dispatchEvent( { type: 'dispose' } );
  5371. }
  5372. } );
  5373. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5374. set: function ( value ) {
  5375. if ( value === true ) { this.version ++; }
  5376. }
  5377. } );
  5378. /**
  5379. * @author mrdoob / http://mrdoob.com/
  5380. * @author alteredq / http://alteredqualia.com/
  5381. *
  5382. * parameters = {
  5383. * color: <hex>,
  5384. * opacity: <float>,
  5385. * map: new THREE.Texture( <Image> ),
  5386. *
  5387. * lightMap: new THREE.Texture( <Image> ),
  5388. * lightMapIntensity: <float>
  5389. *
  5390. * aoMap: new THREE.Texture( <Image> ),
  5391. * aoMapIntensity: <float>
  5392. *
  5393. * specularMap: new THREE.Texture( <Image> ),
  5394. *
  5395. * alphaMap: new THREE.Texture( <Image> ),
  5396. *
  5397. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5398. * combine: THREE.Multiply,
  5399. * reflectivity: <float>,
  5400. * refractionRatio: <float>,
  5401. *
  5402. * depthTest: <bool>,
  5403. * depthWrite: <bool>,
  5404. *
  5405. * wireframe: <boolean>,
  5406. * wireframeLinewidth: <float>,
  5407. *
  5408. * skinning: <bool>,
  5409. * morphTargets: <bool>
  5410. * }
  5411. */
  5412. function MeshBasicMaterial( parameters ) {
  5413. Material.call( this );
  5414. this.type = 'MeshBasicMaterial';
  5415. this.color = new Color( 0xffffff ); // emissive
  5416. this.map = null;
  5417. this.lightMap = null;
  5418. this.lightMapIntensity = 1.0;
  5419. this.aoMap = null;
  5420. this.aoMapIntensity = 1.0;
  5421. this.specularMap = null;
  5422. this.alphaMap = null;
  5423. this.envMap = null;
  5424. this.combine = MultiplyOperation;
  5425. this.reflectivity = 1;
  5426. this.refractionRatio = 0.98;
  5427. this.wireframe = false;
  5428. this.wireframeLinewidth = 1;
  5429. this.wireframeLinecap = 'round';
  5430. this.wireframeLinejoin = 'round';
  5431. this.skinning = false;
  5432. this.morphTargets = false;
  5433. this.setValues( parameters );
  5434. }
  5435. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5436. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5437. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5438. MeshBasicMaterial.prototype.copy = function ( source ) {
  5439. Material.prototype.copy.call( this, source );
  5440. this.color.copy( source.color );
  5441. this.map = source.map;
  5442. this.lightMap = source.lightMap;
  5443. this.lightMapIntensity = source.lightMapIntensity;
  5444. this.aoMap = source.aoMap;
  5445. this.aoMapIntensity = source.aoMapIntensity;
  5446. this.specularMap = source.specularMap;
  5447. this.alphaMap = source.alphaMap;
  5448. this.envMap = source.envMap;
  5449. this.combine = source.combine;
  5450. this.reflectivity = source.reflectivity;
  5451. this.refractionRatio = source.refractionRatio;
  5452. this.wireframe = source.wireframe;
  5453. this.wireframeLinewidth = source.wireframeLinewidth;
  5454. this.wireframeLinecap = source.wireframeLinecap;
  5455. this.wireframeLinejoin = source.wireframeLinejoin;
  5456. this.skinning = source.skinning;
  5457. this.morphTargets = source.morphTargets;
  5458. return this;
  5459. };
  5460. /**
  5461. * @author mrdoob / http://mrdoob.com/
  5462. */
  5463. var _vector$4 = new Vector3();
  5464. function BufferAttribute( array, itemSize, normalized ) {
  5465. if ( Array.isArray( array ) ) {
  5466. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5467. }
  5468. this.name = '';
  5469. this.array = array;
  5470. this.itemSize = itemSize;
  5471. this.count = array !== undefined ? array.length / itemSize : 0;
  5472. this.normalized = normalized === true;
  5473. this.usage = StaticDrawUsage;
  5474. this.updateRange = { offset: 0, count: - 1 };
  5475. this.version = 0;
  5476. }
  5477. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5478. set: function ( value ) {
  5479. if ( value === true ) { this.version ++; }
  5480. }
  5481. } );
  5482. Object.assign( BufferAttribute.prototype, {
  5483. isBufferAttribute: true,
  5484. onUploadCallback: function () {},
  5485. setUsage: function ( value ) {
  5486. this.usage = value;
  5487. return this;
  5488. },
  5489. copy: function ( source ) {
  5490. this.name = source.name;
  5491. this.array = new source.array.constructor( source.array );
  5492. this.itemSize = source.itemSize;
  5493. this.count = source.count;
  5494. this.normalized = source.normalized;
  5495. this.usage = source.usage;
  5496. return this;
  5497. },
  5498. copyAt: function ( index1, attribute, index2 ) {
  5499. index1 *= this.itemSize;
  5500. index2 *= attribute.itemSize;
  5501. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5502. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5503. }
  5504. return this;
  5505. },
  5506. copyArray: function ( array ) {
  5507. this.array.set( array );
  5508. return this;
  5509. },
  5510. copyColorsArray: function ( colors ) {
  5511. var array = this.array, offset = 0;
  5512. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5513. var color = colors[ i ];
  5514. if ( color === undefined ) {
  5515. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5516. color = new Color();
  5517. }
  5518. array[ offset ++ ] = color.r;
  5519. array[ offset ++ ] = color.g;
  5520. array[ offset ++ ] = color.b;
  5521. }
  5522. return this;
  5523. },
  5524. copyVector2sArray: function ( vectors ) {
  5525. var array = this.array, offset = 0;
  5526. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5527. var vector = vectors[ i ];
  5528. if ( vector === undefined ) {
  5529. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5530. vector = new Vector2();
  5531. }
  5532. array[ offset ++ ] = vector.x;
  5533. array[ offset ++ ] = vector.y;
  5534. }
  5535. return this;
  5536. },
  5537. copyVector3sArray: function ( vectors ) {
  5538. var array = this.array, offset = 0;
  5539. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5540. var vector = vectors[ i ];
  5541. if ( vector === undefined ) {
  5542. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5543. vector = new Vector3();
  5544. }
  5545. array[ offset ++ ] = vector.x;
  5546. array[ offset ++ ] = vector.y;
  5547. array[ offset ++ ] = vector.z;
  5548. }
  5549. return this;
  5550. },
  5551. copyVector4sArray: function ( vectors ) {
  5552. var array = this.array, offset = 0;
  5553. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5554. var vector = vectors[ i ];
  5555. if ( vector === undefined ) {
  5556. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5557. vector = new Vector4();
  5558. }
  5559. array[ offset ++ ] = vector.x;
  5560. array[ offset ++ ] = vector.y;
  5561. array[ offset ++ ] = vector.z;
  5562. array[ offset ++ ] = vector.w;
  5563. }
  5564. return this;
  5565. },
  5566. applyMatrix3: function ( m ) {
  5567. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5568. _vector$4.x = this.getX( i );
  5569. _vector$4.y = this.getY( i );
  5570. _vector$4.z = this.getZ( i );
  5571. _vector$4.applyMatrix3( m );
  5572. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5573. }
  5574. return this;
  5575. },
  5576. applyMatrix4: function ( m ) {
  5577. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5578. _vector$4.x = this.getX( i );
  5579. _vector$4.y = this.getY( i );
  5580. _vector$4.z = this.getZ( i );
  5581. _vector$4.applyMatrix4( m );
  5582. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5583. }
  5584. return this;
  5585. },
  5586. applyNormalMatrix: function ( m ) {
  5587. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5588. _vector$4.x = this.getX( i );
  5589. _vector$4.y = this.getY( i );
  5590. _vector$4.z = this.getZ( i );
  5591. _vector$4.applyNormalMatrix( m );
  5592. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5593. }
  5594. return this;
  5595. },
  5596. transformDirection: function ( m ) {
  5597. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5598. _vector$4.x = this.getX( i );
  5599. _vector$4.y = this.getY( i );
  5600. _vector$4.z = this.getZ( i );
  5601. _vector$4.transformDirection( m );
  5602. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5603. }
  5604. return this;
  5605. },
  5606. set: function ( value, offset ) {
  5607. if ( offset === undefined ) { offset = 0; }
  5608. this.array.set( value, offset );
  5609. return this;
  5610. },
  5611. getX: function ( index ) {
  5612. return this.array[ index * this.itemSize ];
  5613. },
  5614. setX: function ( index, x ) {
  5615. this.array[ index * this.itemSize ] = x;
  5616. return this;
  5617. },
  5618. getY: function ( index ) {
  5619. return this.array[ index * this.itemSize + 1 ];
  5620. },
  5621. setY: function ( index, y ) {
  5622. this.array[ index * this.itemSize + 1 ] = y;
  5623. return this;
  5624. },
  5625. getZ: function ( index ) {
  5626. return this.array[ index * this.itemSize + 2 ];
  5627. },
  5628. setZ: function ( index, z ) {
  5629. this.array[ index * this.itemSize + 2 ] = z;
  5630. return this;
  5631. },
  5632. getW: function ( index ) {
  5633. return this.array[ index * this.itemSize + 3 ];
  5634. },
  5635. setW: function ( index, w ) {
  5636. this.array[ index * this.itemSize + 3 ] = w;
  5637. return this;
  5638. },
  5639. setXY: function ( index, x, y ) {
  5640. index *= this.itemSize;
  5641. this.array[ index + 0 ] = x;
  5642. this.array[ index + 1 ] = y;
  5643. return this;
  5644. },
  5645. setXYZ: function ( index, x, y, z ) {
  5646. index *= this.itemSize;
  5647. this.array[ index + 0 ] = x;
  5648. this.array[ index + 1 ] = y;
  5649. this.array[ index + 2 ] = z;
  5650. return this;
  5651. },
  5652. setXYZW: function ( index, x, y, z, w ) {
  5653. index *= this.itemSize;
  5654. this.array[ index + 0 ] = x;
  5655. this.array[ index + 1 ] = y;
  5656. this.array[ index + 2 ] = z;
  5657. this.array[ index + 3 ] = w;
  5658. return this;
  5659. },
  5660. onUpload: function ( callback ) {
  5661. this.onUploadCallback = callback;
  5662. return this;
  5663. },
  5664. clone: function () {
  5665. return new this.constructor( this.array, this.itemSize ).copy( this );
  5666. },
  5667. toJSON: function () {
  5668. return {
  5669. itemSize: this.itemSize,
  5670. type: this.array.constructor.name,
  5671. array: Array.prototype.slice.call( this.array ),
  5672. normalized: this.normalized
  5673. };
  5674. }
  5675. } );
  5676. //
  5677. function Int8BufferAttribute( array, itemSize, normalized ) {
  5678. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5679. }
  5680. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5681. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5682. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5683. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5684. }
  5685. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5686. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5687. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5688. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5689. }
  5690. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5691. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5692. function Int16BufferAttribute( array, itemSize, normalized ) {
  5693. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5694. }
  5695. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5696. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5697. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5698. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5699. }
  5700. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5701. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5702. function Int32BufferAttribute( array, itemSize, normalized ) {
  5703. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5704. }
  5705. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5706. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5707. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5708. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5709. }
  5710. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5711. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5712. function Float32BufferAttribute( array, itemSize, normalized ) {
  5713. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5714. }
  5715. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5716. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5717. function Float64BufferAttribute( array, itemSize, normalized ) {
  5718. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5719. }
  5720. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5721. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5722. /**
  5723. * @author mrdoob / http://mrdoob.com/
  5724. */
  5725. function DirectGeometry() {
  5726. this.vertices = [];
  5727. this.normals = [];
  5728. this.colors = [];
  5729. this.uvs = [];
  5730. this.uvs2 = [];
  5731. this.groups = [];
  5732. this.morphTargets = {};
  5733. this.skinWeights = [];
  5734. this.skinIndices = [];
  5735. // this.lineDistances = [];
  5736. this.boundingBox = null;
  5737. this.boundingSphere = null;
  5738. // update flags
  5739. this.verticesNeedUpdate = false;
  5740. this.normalsNeedUpdate = false;
  5741. this.colorsNeedUpdate = false;
  5742. this.uvsNeedUpdate = false;
  5743. this.groupsNeedUpdate = false;
  5744. }
  5745. Object.assign( DirectGeometry.prototype, {
  5746. computeGroups: function ( geometry ) {
  5747. var group;
  5748. var groups = [];
  5749. var materialIndex = undefined;
  5750. var faces = geometry.faces;
  5751. for ( var i = 0; i < faces.length; i ++ ) {
  5752. var face = faces[ i ];
  5753. // materials
  5754. if ( face.materialIndex !== materialIndex ) {
  5755. materialIndex = face.materialIndex;
  5756. if ( group !== undefined ) {
  5757. group.count = ( i * 3 ) - group.start;
  5758. groups.push( group );
  5759. }
  5760. group = {
  5761. start: i * 3,
  5762. materialIndex: materialIndex
  5763. };
  5764. }
  5765. }
  5766. if ( group !== undefined ) {
  5767. group.count = ( i * 3 ) - group.start;
  5768. groups.push( group );
  5769. }
  5770. this.groups = groups;
  5771. },
  5772. fromGeometry: function ( geometry ) {
  5773. var faces = geometry.faces;
  5774. var vertices = geometry.vertices;
  5775. var faceVertexUvs = geometry.faceVertexUvs;
  5776. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5777. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5778. // morphs
  5779. var morphTargets = geometry.morphTargets;
  5780. var morphTargetsLength = morphTargets.length;
  5781. var morphTargetsPosition;
  5782. if ( morphTargetsLength > 0 ) {
  5783. morphTargetsPosition = [];
  5784. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5785. morphTargetsPosition[ i ] = {
  5786. name: morphTargets[ i ].name,
  5787. data: []
  5788. };
  5789. }
  5790. this.morphTargets.position = morphTargetsPosition;
  5791. }
  5792. var morphNormals = geometry.morphNormals;
  5793. var morphNormalsLength = morphNormals.length;
  5794. var morphTargetsNormal;
  5795. if ( morphNormalsLength > 0 ) {
  5796. morphTargetsNormal = [];
  5797. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5798. morphTargetsNormal[ i ] = {
  5799. name: morphNormals[ i ].name,
  5800. data: []
  5801. };
  5802. }
  5803. this.morphTargets.normal = morphTargetsNormal;
  5804. }
  5805. // skins
  5806. var skinIndices = geometry.skinIndices;
  5807. var skinWeights = geometry.skinWeights;
  5808. var hasSkinIndices = skinIndices.length === vertices.length;
  5809. var hasSkinWeights = skinWeights.length === vertices.length;
  5810. //
  5811. if ( vertices.length > 0 && faces.length === 0 ) {
  5812. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5813. }
  5814. for ( var i = 0; i < faces.length; i ++ ) {
  5815. var face = faces[ i ];
  5816. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5817. var vertexNormals = face.vertexNormals;
  5818. if ( vertexNormals.length === 3 ) {
  5819. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5820. } else {
  5821. var normal = face.normal;
  5822. this.normals.push( normal, normal, normal );
  5823. }
  5824. var vertexColors = face.vertexColors;
  5825. if ( vertexColors.length === 3 ) {
  5826. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5827. } else {
  5828. var color = face.color;
  5829. this.colors.push( color, color, color );
  5830. }
  5831. if ( hasFaceVertexUv === true ) {
  5832. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5833. if ( vertexUvs !== undefined ) {
  5834. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5835. } else {
  5836. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5837. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5838. }
  5839. }
  5840. if ( hasFaceVertexUv2 === true ) {
  5841. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5842. if ( vertexUvs !== undefined ) {
  5843. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5844. } else {
  5845. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5846. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5847. }
  5848. }
  5849. // morphs
  5850. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5851. var morphTarget = morphTargets[ j ].vertices;
  5852. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5853. }
  5854. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5855. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5856. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5857. }
  5858. // skins
  5859. if ( hasSkinIndices ) {
  5860. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5861. }
  5862. if ( hasSkinWeights ) {
  5863. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5864. }
  5865. }
  5866. this.computeGroups( geometry );
  5867. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5868. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5869. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5870. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5871. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5872. if ( geometry.boundingSphere !== null ) {
  5873. this.boundingSphere = geometry.boundingSphere.clone();
  5874. }
  5875. if ( geometry.boundingBox !== null ) {
  5876. this.boundingBox = geometry.boundingBox.clone();
  5877. }
  5878. return this;
  5879. }
  5880. } );
  5881. /**
  5882. * @author mrdoob / http://mrdoob.com/
  5883. */
  5884. function arrayMax( array ) {
  5885. if ( array.length === 0 ) { return - Infinity; }
  5886. var max = array[ 0 ];
  5887. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5888. if ( array[ i ] > max ) { max = array[ i ]; }
  5889. }
  5890. return max;
  5891. }
  5892. /**
  5893. * @author alteredq / http://alteredqualia.com/
  5894. * @author mrdoob / http://mrdoob.com/
  5895. */
  5896. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5897. var _m1$2 = new Matrix4();
  5898. var _obj = new Object3D();
  5899. var _offset = new Vector3();
  5900. var _box$2 = new Box3();
  5901. var _boxMorphTargets = new Box3();
  5902. var _vector$5 = new Vector3();
  5903. function BufferGeometry() {
  5904. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5905. this.uuid = _Math.generateUUID();
  5906. this.name = '';
  5907. this.type = 'BufferGeometry';
  5908. this.index = null;
  5909. this.attributes = {};
  5910. this.morphAttributes = {};
  5911. this.morphTargetsRelative = false;
  5912. this.groups = [];
  5913. this.boundingBox = null;
  5914. this.boundingSphere = null;
  5915. this.drawRange = { start: 0, count: Infinity };
  5916. this.userData = {};
  5917. }
  5918. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5919. constructor: BufferGeometry,
  5920. isBufferGeometry: true,
  5921. getIndex: function () {
  5922. return this.index;
  5923. },
  5924. setIndex: function ( index ) {
  5925. if ( Array.isArray( index ) ) {
  5926. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5927. } else {
  5928. this.index = index;
  5929. }
  5930. },
  5931. getAttribute: function ( name ) {
  5932. return this.attributes[ name ];
  5933. },
  5934. setAttribute: function ( name, attribute ) {
  5935. this.attributes[ name ] = attribute;
  5936. return this;
  5937. },
  5938. deleteAttribute: function ( name ) {
  5939. delete this.attributes[ name ];
  5940. return this;
  5941. },
  5942. addGroup: function ( start, count, materialIndex ) {
  5943. this.groups.push( {
  5944. start: start,
  5945. count: count,
  5946. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5947. } );
  5948. },
  5949. clearGroups: function () {
  5950. this.groups = [];
  5951. },
  5952. setDrawRange: function ( start, count ) {
  5953. this.drawRange.start = start;
  5954. this.drawRange.count = count;
  5955. },
  5956. applyMatrix: function ( matrix ) {
  5957. var position = this.attributes.position;
  5958. if ( position !== undefined ) {
  5959. position.applyMatrix4( matrix );
  5960. position.needsUpdate = true;
  5961. }
  5962. var normal = this.attributes.normal;
  5963. if ( normal !== undefined ) {
  5964. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5965. normal.applyNormalMatrix( normalMatrix );
  5966. normal.needsUpdate = true;
  5967. }
  5968. var tangent = this.attributes.tangent;
  5969. if ( tangent !== undefined ) {
  5970. tangent.transformDirection( matrix );
  5971. tangent.needsUpdate = true;
  5972. }
  5973. if ( this.boundingBox !== null ) {
  5974. this.computeBoundingBox();
  5975. }
  5976. if ( this.boundingSphere !== null ) {
  5977. this.computeBoundingSphere();
  5978. }
  5979. return this;
  5980. },
  5981. rotateX: function ( angle ) {
  5982. // rotate geometry around world x-axis
  5983. _m1$2.makeRotationX( angle );
  5984. this.applyMatrix( _m1$2 );
  5985. return this;
  5986. },
  5987. rotateY: function ( angle ) {
  5988. // rotate geometry around world y-axis
  5989. _m1$2.makeRotationY( angle );
  5990. this.applyMatrix( _m1$2 );
  5991. return this;
  5992. },
  5993. rotateZ: function ( angle ) {
  5994. // rotate geometry around world z-axis
  5995. _m1$2.makeRotationZ( angle );
  5996. this.applyMatrix( _m1$2 );
  5997. return this;
  5998. },
  5999. translate: function ( x, y, z ) {
  6000. // translate geometry
  6001. _m1$2.makeTranslation( x, y, z );
  6002. this.applyMatrix( _m1$2 );
  6003. return this;
  6004. },
  6005. scale: function ( x, y, z ) {
  6006. // scale geometry
  6007. _m1$2.makeScale( x, y, z );
  6008. this.applyMatrix( _m1$2 );
  6009. return this;
  6010. },
  6011. lookAt: function ( vector ) {
  6012. _obj.lookAt( vector );
  6013. _obj.updateMatrix();
  6014. this.applyMatrix( _obj.matrix );
  6015. return this;
  6016. },
  6017. center: function () {
  6018. this.computeBoundingBox();
  6019. this.boundingBox.getCenter( _offset ).negate();
  6020. this.translate( _offset.x, _offset.y, _offset.z );
  6021. return this;
  6022. },
  6023. setFromObject: function ( object ) {
  6024. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6025. var geometry = object.geometry;
  6026. if ( object.isPoints || object.isLine ) {
  6027. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6028. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6029. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6030. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6031. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6032. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6033. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6034. }
  6035. if ( geometry.boundingSphere !== null ) {
  6036. this.boundingSphere = geometry.boundingSphere.clone();
  6037. }
  6038. if ( geometry.boundingBox !== null ) {
  6039. this.boundingBox = geometry.boundingBox.clone();
  6040. }
  6041. } else if ( object.isMesh ) {
  6042. if ( geometry && geometry.isGeometry ) {
  6043. this.fromGeometry( geometry );
  6044. }
  6045. }
  6046. return this;
  6047. },
  6048. setFromPoints: function ( points ) {
  6049. var position = [];
  6050. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6051. var point = points[ i ];
  6052. position.push( point.x, point.y, point.z || 0 );
  6053. }
  6054. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6055. return this;
  6056. },
  6057. updateFromObject: function ( object ) {
  6058. var geometry = object.geometry;
  6059. if ( object.isMesh ) {
  6060. var direct = geometry.__directGeometry;
  6061. if ( geometry.elementsNeedUpdate === true ) {
  6062. direct = undefined;
  6063. geometry.elementsNeedUpdate = false;
  6064. }
  6065. if ( direct === undefined ) {
  6066. return this.fromGeometry( geometry );
  6067. }
  6068. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6069. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6070. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6071. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6072. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6073. geometry.verticesNeedUpdate = false;
  6074. geometry.normalsNeedUpdate = false;
  6075. geometry.colorsNeedUpdate = false;
  6076. geometry.uvsNeedUpdate = false;
  6077. geometry.groupsNeedUpdate = false;
  6078. geometry = direct;
  6079. }
  6080. var attribute;
  6081. if ( geometry.verticesNeedUpdate === true ) {
  6082. attribute = this.attributes.position;
  6083. if ( attribute !== undefined ) {
  6084. attribute.copyVector3sArray( geometry.vertices );
  6085. attribute.needsUpdate = true;
  6086. }
  6087. geometry.verticesNeedUpdate = false;
  6088. }
  6089. if ( geometry.normalsNeedUpdate === true ) {
  6090. attribute = this.attributes.normal;
  6091. if ( attribute !== undefined ) {
  6092. attribute.copyVector3sArray( geometry.normals );
  6093. attribute.needsUpdate = true;
  6094. }
  6095. geometry.normalsNeedUpdate = false;
  6096. }
  6097. if ( geometry.colorsNeedUpdate === true ) {
  6098. attribute = this.attributes.color;
  6099. if ( attribute !== undefined ) {
  6100. attribute.copyColorsArray( geometry.colors );
  6101. attribute.needsUpdate = true;
  6102. }
  6103. geometry.colorsNeedUpdate = false;
  6104. }
  6105. if ( geometry.uvsNeedUpdate ) {
  6106. attribute = this.attributes.uv;
  6107. if ( attribute !== undefined ) {
  6108. attribute.copyVector2sArray( geometry.uvs );
  6109. attribute.needsUpdate = true;
  6110. }
  6111. geometry.uvsNeedUpdate = false;
  6112. }
  6113. if ( geometry.lineDistancesNeedUpdate ) {
  6114. attribute = this.attributes.lineDistance;
  6115. if ( attribute !== undefined ) {
  6116. attribute.copyArray( geometry.lineDistances );
  6117. attribute.needsUpdate = true;
  6118. }
  6119. geometry.lineDistancesNeedUpdate = false;
  6120. }
  6121. if ( geometry.groupsNeedUpdate ) {
  6122. geometry.computeGroups( object.geometry );
  6123. this.groups = geometry.groups;
  6124. geometry.groupsNeedUpdate = false;
  6125. }
  6126. return this;
  6127. },
  6128. fromGeometry: function ( geometry ) {
  6129. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6130. return this.fromDirectGeometry( geometry.__directGeometry );
  6131. },
  6132. fromDirectGeometry: function ( geometry ) {
  6133. var positions = new Float32Array( geometry.vertices.length * 3 );
  6134. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6135. if ( geometry.normals.length > 0 ) {
  6136. var normals = new Float32Array( geometry.normals.length * 3 );
  6137. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6138. }
  6139. if ( geometry.colors.length > 0 ) {
  6140. var colors = new Float32Array( geometry.colors.length * 3 );
  6141. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6142. }
  6143. if ( geometry.uvs.length > 0 ) {
  6144. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6145. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6146. }
  6147. if ( geometry.uvs2.length > 0 ) {
  6148. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6149. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6150. }
  6151. // groups
  6152. this.groups = geometry.groups;
  6153. // morphs
  6154. for ( var name in geometry.morphTargets ) {
  6155. var array = [];
  6156. var morphTargets = geometry.morphTargets[ name ];
  6157. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6158. var morphTarget = morphTargets[ i ];
  6159. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6160. attribute.name = morphTarget.name;
  6161. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6162. }
  6163. this.morphAttributes[ name ] = array;
  6164. }
  6165. // skinning
  6166. if ( geometry.skinIndices.length > 0 ) {
  6167. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6168. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6169. }
  6170. if ( geometry.skinWeights.length > 0 ) {
  6171. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6172. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6173. }
  6174. //
  6175. if ( geometry.boundingSphere !== null ) {
  6176. this.boundingSphere = geometry.boundingSphere.clone();
  6177. }
  6178. if ( geometry.boundingBox !== null ) {
  6179. this.boundingBox = geometry.boundingBox.clone();
  6180. }
  6181. return this;
  6182. },
  6183. computeBoundingBox: function () {
  6184. if ( this.boundingBox === null ) {
  6185. this.boundingBox = new Box3();
  6186. }
  6187. var position = this.attributes.position;
  6188. var morphAttributesPosition = this.morphAttributes.position;
  6189. if ( position !== undefined ) {
  6190. this.boundingBox.setFromBufferAttribute( position );
  6191. // process morph attributes if present
  6192. if ( morphAttributesPosition ) {
  6193. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6194. var morphAttribute = morphAttributesPosition[ i ];
  6195. _box$2.setFromBufferAttribute( morphAttribute );
  6196. if ( this.morphTargetsRelative ) {
  6197. _vector$5.addVectors( this.boundingBox.min, _box$2.min );
  6198. this.boundingBox.expandByPoint( _vector$5 );
  6199. _vector$5.addVectors( this.boundingBox.max, _box$2.max );
  6200. this.boundingBox.expandByPoint( _vector$5 );
  6201. } else {
  6202. this.boundingBox.expandByPoint( _box$2.min );
  6203. this.boundingBox.expandByPoint( _box$2.max );
  6204. }
  6205. }
  6206. }
  6207. } else {
  6208. this.boundingBox.makeEmpty();
  6209. }
  6210. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6211. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6212. }
  6213. },
  6214. computeBoundingSphere: function () {
  6215. if ( this.boundingSphere === null ) {
  6216. this.boundingSphere = new Sphere();
  6217. }
  6218. var position = this.attributes.position;
  6219. var morphAttributesPosition = this.morphAttributes.position;
  6220. if ( position ) {
  6221. // first, find the center of the bounding sphere
  6222. var center = this.boundingSphere.center;
  6223. _box$2.setFromBufferAttribute( position );
  6224. // process morph attributes if present
  6225. if ( morphAttributesPosition ) {
  6226. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6227. var morphAttribute = morphAttributesPosition[ i ];
  6228. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6229. if ( this.morphTargetsRelative ) {
  6230. _vector$5.addVectors( _box$2.min, _boxMorphTargets.min );
  6231. _box$2.expandByPoint( _vector$5 );
  6232. _vector$5.addVectors( _box$2.max, _boxMorphTargets.max );
  6233. _box$2.expandByPoint( _vector$5 );
  6234. } else {
  6235. _box$2.expandByPoint( _boxMorphTargets.min );
  6236. _box$2.expandByPoint( _boxMorphTargets.max );
  6237. }
  6238. }
  6239. }
  6240. _box$2.getCenter( center );
  6241. // second, try to find a boundingSphere with a radius smaller than the
  6242. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6243. var maxRadiusSq = 0;
  6244. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6245. _vector$5.fromBufferAttribute( position, i );
  6246. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$5 ) );
  6247. }
  6248. // process morph attributes if present
  6249. if ( morphAttributesPosition ) {
  6250. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6251. var morphAttribute = morphAttributesPosition[ i ];
  6252. var morphTargetsRelative = this.morphTargetsRelative;
  6253. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6254. _vector$5.fromBufferAttribute( morphAttribute, j );
  6255. if ( morphTargetsRelative ) {
  6256. _offset.fromBufferAttribute( position, j );
  6257. _vector$5.add( _offset );
  6258. }
  6259. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$5 ) );
  6260. }
  6261. }
  6262. }
  6263. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6264. if ( isNaN( this.boundingSphere.radius ) ) {
  6265. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6266. }
  6267. }
  6268. },
  6269. computeFaceNormals: function () {
  6270. // backwards compatibility
  6271. },
  6272. computeVertexNormals: function () {
  6273. var index = this.index;
  6274. var attributes = this.attributes;
  6275. if ( attributes.position ) {
  6276. var positions = attributes.position.array;
  6277. if ( attributes.normal === undefined ) {
  6278. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6279. } else {
  6280. // reset existing normals to zero
  6281. var array = attributes.normal.array;
  6282. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6283. array[ i ] = 0;
  6284. }
  6285. }
  6286. var normals = attributes.normal.array;
  6287. var vA, vB, vC;
  6288. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6289. var cb = new Vector3(), ab = new Vector3();
  6290. // indexed elements
  6291. if ( index ) {
  6292. var indices = index.array;
  6293. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6294. vA = indices[ i + 0 ] * 3;
  6295. vB = indices[ i + 1 ] * 3;
  6296. vC = indices[ i + 2 ] * 3;
  6297. pA.fromArray( positions, vA );
  6298. pB.fromArray( positions, vB );
  6299. pC.fromArray( positions, vC );
  6300. cb.subVectors( pC, pB );
  6301. ab.subVectors( pA, pB );
  6302. cb.cross( ab );
  6303. normals[ vA ] += cb.x;
  6304. normals[ vA + 1 ] += cb.y;
  6305. normals[ vA + 2 ] += cb.z;
  6306. normals[ vB ] += cb.x;
  6307. normals[ vB + 1 ] += cb.y;
  6308. normals[ vB + 2 ] += cb.z;
  6309. normals[ vC ] += cb.x;
  6310. normals[ vC + 1 ] += cb.y;
  6311. normals[ vC + 2 ] += cb.z;
  6312. }
  6313. } else {
  6314. // non-indexed elements (unconnected triangle soup)
  6315. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6316. pA.fromArray( positions, i );
  6317. pB.fromArray( positions, i + 3 );
  6318. pC.fromArray( positions, i + 6 );
  6319. cb.subVectors( pC, pB );
  6320. ab.subVectors( pA, pB );
  6321. cb.cross( ab );
  6322. normals[ i ] = cb.x;
  6323. normals[ i + 1 ] = cb.y;
  6324. normals[ i + 2 ] = cb.z;
  6325. normals[ i + 3 ] = cb.x;
  6326. normals[ i + 4 ] = cb.y;
  6327. normals[ i + 5 ] = cb.z;
  6328. normals[ i + 6 ] = cb.x;
  6329. normals[ i + 7 ] = cb.y;
  6330. normals[ i + 8 ] = cb.z;
  6331. }
  6332. }
  6333. this.normalizeNormals();
  6334. attributes.normal.needsUpdate = true;
  6335. }
  6336. },
  6337. merge: function ( geometry, offset ) {
  6338. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6339. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6340. return;
  6341. }
  6342. if ( offset === undefined ) {
  6343. offset = 0;
  6344. console.warn(
  6345. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6346. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6347. );
  6348. }
  6349. var attributes = this.attributes;
  6350. for ( var key in attributes ) {
  6351. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6352. var attribute1 = attributes[ key ];
  6353. var attributeArray1 = attribute1.array;
  6354. var attribute2 = geometry.attributes[ key ];
  6355. var attributeArray2 = attribute2.array;
  6356. var attributeOffset = attribute2.itemSize * offset;
  6357. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6358. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6359. attributeArray1[ j ] = attributeArray2[ i ];
  6360. }
  6361. }
  6362. return this;
  6363. },
  6364. normalizeNormals: function () {
  6365. var normals = this.attributes.normal;
  6366. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6367. _vector$5.x = normals.getX( i );
  6368. _vector$5.y = normals.getY( i );
  6369. _vector$5.z = normals.getZ( i );
  6370. _vector$5.normalize();
  6371. normals.setXYZ( i, _vector$5.x, _vector$5.y, _vector$5.z );
  6372. }
  6373. },
  6374. toNonIndexed: function () {
  6375. function convertBufferAttribute( attribute, indices ) {
  6376. var array = attribute.array;
  6377. var itemSize = attribute.itemSize;
  6378. var array2 = new array.constructor( indices.length * itemSize );
  6379. var index = 0, index2 = 0;
  6380. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6381. index = indices[ i ] * itemSize;
  6382. for ( var j = 0; j < itemSize; j ++ ) {
  6383. array2[ index2 ++ ] = array[ index ++ ];
  6384. }
  6385. }
  6386. return new BufferAttribute( array2, itemSize );
  6387. }
  6388. //
  6389. if ( this.index === null ) {
  6390. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6391. return this;
  6392. }
  6393. var geometry2 = new BufferGeometry();
  6394. var indices = this.index.array;
  6395. var attributes = this.attributes;
  6396. // attributes
  6397. for ( var name in attributes ) {
  6398. var attribute = attributes[ name ];
  6399. var newAttribute = convertBufferAttribute( attribute, indices );
  6400. geometry2.setAttribute( name, newAttribute );
  6401. }
  6402. // morph attributes
  6403. var morphAttributes = this.morphAttributes;
  6404. for ( name in morphAttributes ) {
  6405. var morphArray = [];
  6406. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6407. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6408. var attribute = morphAttribute[ i ];
  6409. var newAttribute = convertBufferAttribute( attribute, indices );
  6410. morphArray.push( newAttribute );
  6411. }
  6412. geometry2.morphAttributes[ name ] = morphArray;
  6413. }
  6414. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6415. // groups
  6416. var groups = this.groups;
  6417. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6418. var group = groups[ i ];
  6419. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6420. }
  6421. return geometry2;
  6422. },
  6423. toJSON: function () {
  6424. var data = {
  6425. metadata: {
  6426. version: 4.5,
  6427. type: 'BufferGeometry',
  6428. generator: 'BufferGeometry.toJSON'
  6429. }
  6430. };
  6431. // standard BufferGeometry serialization
  6432. data.uuid = this.uuid;
  6433. data.type = this.type;
  6434. if ( this.name !== '' ) { data.name = this.name; }
  6435. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6436. if ( this.parameters !== undefined ) {
  6437. var parameters = this.parameters;
  6438. for ( var key in parameters ) {
  6439. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6440. }
  6441. return data;
  6442. }
  6443. data.data = { attributes: {} };
  6444. var index = this.index;
  6445. if ( index !== null ) {
  6446. data.data.index = {
  6447. type: index.array.constructor.name,
  6448. array: Array.prototype.slice.call( index.array )
  6449. };
  6450. }
  6451. var attributes = this.attributes;
  6452. for ( var key in attributes ) {
  6453. var attribute = attributes[ key ];
  6454. var attributeData = attribute.toJSON();
  6455. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6456. data.data.attributes[ key ] = attributeData;
  6457. }
  6458. var morphAttributes = {};
  6459. var hasMorphAttributes = false;
  6460. for ( var key in this.morphAttributes ) {
  6461. var attributeArray = this.morphAttributes[ key ];
  6462. var array = [];
  6463. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6464. var attribute = attributeArray[ i ];
  6465. var attributeData = attribute.toJSON();
  6466. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6467. array.push( attributeData );
  6468. }
  6469. if ( array.length > 0 ) {
  6470. morphAttributes[ key ] = array;
  6471. hasMorphAttributes = true;
  6472. }
  6473. }
  6474. if ( hasMorphAttributes ) {
  6475. data.data.morphAttributes = morphAttributes;
  6476. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6477. }
  6478. var groups = this.groups;
  6479. if ( groups.length > 0 ) {
  6480. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6481. }
  6482. var boundingSphere = this.boundingSphere;
  6483. if ( boundingSphere !== null ) {
  6484. data.data.boundingSphere = {
  6485. center: boundingSphere.center.toArray(),
  6486. radius: boundingSphere.radius
  6487. };
  6488. }
  6489. return data;
  6490. },
  6491. clone: function () {
  6492. /*
  6493. // Handle primitives
  6494. var parameters = this.parameters;
  6495. if ( parameters !== undefined ) {
  6496. var values = [];
  6497. for ( var key in parameters ) {
  6498. values.push( parameters[ key ] );
  6499. }
  6500. var geometry = Object.create( this.constructor.prototype );
  6501. this.constructor.apply( geometry, values );
  6502. return geometry;
  6503. }
  6504. return new this.constructor().copy( this );
  6505. */
  6506. return new BufferGeometry().copy( this );
  6507. },
  6508. copy: function ( source ) {
  6509. var name, i, l;
  6510. // reset
  6511. this.index = null;
  6512. this.attributes = {};
  6513. this.morphAttributes = {};
  6514. this.groups = [];
  6515. this.boundingBox = null;
  6516. this.boundingSphere = null;
  6517. // name
  6518. this.name = source.name;
  6519. // index
  6520. var index = source.index;
  6521. if ( index !== null ) {
  6522. this.setIndex( index.clone() );
  6523. }
  6524. // attributes
  6525. var attributes = source.attributes;
  6526. for ( name in attributes ) {
  6527. var attribute = attributes[ name ];
  6528. this.setAttribute( name, attribute.clone() );
  6529. }
  6530. // morph attributes
  6531. var morphAttributes = source.morphAttributes;
  6532. for ( name in morphAttributes ) {
  6533. var array = [];
  6534. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6535. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6536. array.push( morphAttribute[ i ].clone() );
  6537. }
  6538. this.morphAttributes[ name ] = array;
  6539. }
  6540. this.morphTargetsRelative = source.morphTargetsRelative;
  6541. // groups
  6542. var groups = source.groups;
  6543. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6544. var group = groups[ i ];
  6545. this.addGroup( group.start, group.count, group.materialIndex );
  6546. }
  6547. // bounding box
  6548. var boundingBox = source.boundingBox;
  6549. if ( boundingBox !== null ) {
  6550. this.boundingBox = boundingBox.clone();
  6551. }
  6552. // bounding sphere
  6553. var boundingSphere = source.boundingSphere;
  6554. if ( boundingSphere !== null ) {
  6555. this.boundingSphere = boundingSphere.clone();
  6556. }
  6557. // draw range
  6558. this.drawRange.start = source.drawRange.start;
  6559. this.drawRange.count = source.drawRange.count;
  6560. // user data
  6561. this.userData = source.userData;
  6562. return this;
  6563. },
  6564. dispose: function () {
  6565. this.dispatchEvent( { type: 'dispose' } );
  6566. }
  6567. } );
  6568. /**
  6569. * @author mrdoob / http://mrdoob.com/
  6570. * @author alteredq / http://alteredqualia.com/
  6571. * @author mikael emtinger / http://gomo.se/
  6572. * @author jonobr1 / http://jonobr1.com/
  6573. */
  6574. var _inverseMatrix = new Matrix4();
  6575. var _ray = new Ray();
  6576. var _sphere = new Sphere();
  6577. var _vA = new Vector3();
  6578. var _vB = new Vector3();
  6579. var _vC = new Vector3();
  6580. var _tempA = new Vector3();
  6581. var _tempB = new Vector3();
  6582. var _tempC = new Vector3();
  6583. var _morphA = new Vector3();
  6584. var _morphB = new Vector3();
  6585. var _morphC = new Vector3();
  6586. var _uvA = new Vector2();
  6587. var _uvB = new Vector2();
  6588. var _uvC = new Vector2();
  6589. var _intersectionPoint = new Vector3();
  6590. var _intersectionPointWorld = new Vector3();
  6591. function Mesh( geometry, material ) {
  6592. Object3D.call( this );
  6593. this.type = 'Mesh';
  6594. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6595. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6596. this.updateMorphTargets();
  6597. }
  6598. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6599. constructor: Mesh,
  6600. isMesh: true,
  6601. copy: function ( source ) {
  6602. Object3D.prototype.copy.call( this, source );
  6603. if ( source.morphTargetInfluences !== undefined ) {
  6604. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6605. }
  6606. if ( source.morphTargetDictionary !== undefined ) {
  6607. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6608. }
  6609. return this;
  6610. },
  6611. updateMorphTargets: function () {
  6612. var geometry = this.geometry;
  6613. var m, ml, name;
  6614. if ( geometry.isBufferGeometry ) {
  6615. var morphAttributes = geometry.morphAttributes;
  6616. var keys = Object.keys( morphAttributes );
  6617. if ( keys.length > 0 ) {
  6618. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6619. if ( morphAttribute !== undefined ) {
  6620. this.morphTargetInfluences = [];
  6621. this.morphTargetDictionary = {};
  6622. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6623. name = morphAttribute[ m ].name || String( m );
  6624. this.morphTargetInfluences.push( 0 );
  6625. this.morphTargetDictionary[ name ] = m;
  6626. }
  6627. }
  6628. }
  6629. } else {
  6630. var morphTargets = geometry.morphTargets;
  6631. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6632. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6633. }
  6634. }
  6635. },
  6636. raycast: function ( raycaster, intersects ) {
  6637. var geometry = this.geometry;
  6638. var material = this.material;
  6639. var matrixWorld = this.matrixWorld;
  6640. if ( material === undefined ) { return; }
  6641. // Checking boundingSphere distance to ray
  6642. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6643. _sphere.copy( geometry.boundingSphere );
  6644. _sphere.applyMatrix4( matrixWorld );
  6645. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6646. //
  6647. _inverseMatrix.getInverse( matrixWorld );
  6648. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6649. // Check boundingBox before continuing
  6650. if ( geometry.boundingBox !== null ) {
  6651. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6652. }
  6653. var intersection;
  6654. if ( geometry.isBufferGeometry ) {
  6655. var a, b, c;
  6656. var index = geometry.index;
  6657. var position = geometry.attributes.position;
  6658. var morphPosition = geometry.morphAttributes.position;
  6659. var morphTargetsRelative = geometry.morphTargetsRelative;
  6660. var uv = geometry.attributes.uv;
  6661. var uv2 = geometry.attributes.uv2;
  6662. var groups = geometry.groups;
  6663. var drawRange = geometry.drawRange;
  6664. var i, j, il, jl;
  6665. var group, groupMaterial;
  6666. var start, end;
  6667. if ( index !== null ) {
  6668. // indexed buffer geometry
  6669. if ( Array.isArray( material ) ) {
  6670. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6671. group = groups[ i ];
  6672. groupMaterial = material[ group.materialIndex ];
  6673. start = Math.max( group.start, drawRange.start );
  6674. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6675. for ( j = start, jl = end; j < jl; j += 3 ) {
  6676. a = index.getX( j );
  6677. b = index.getX( j + 1 );
  6678. c = index.getX( j + 2 );
  6679. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6680. if ( intersection ) {
  6681. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6682. intersection.face.materialIndex = group.materialIndex;
  6683. intersects.push( intersection );
  6684. }
  6685. }
  6686. }
  6687. } else {
  6688. start = Math.max( 0, drawRange.start );
  6689. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6690. for ( i = start, il = end; i < il; i += 3 ) {
  6691. a = index.getX( i );
  6692. b = index.getX( i + 1 );
  6693. c = index.getX( i + 2 );
  6694. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6695. if ( intersection ) {
  6696. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6697. intersects.push( intersection );
  6698. }
  6699. }
  6700. }
  6701. } else if ( position !== undefined ) {
  6702. // non-indexed buffer geometry
  6703. if ( Array.isArray( material ) ) {
  6704. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6705. group = groups[ i ];
  6706. groupMaterial = material[ group.materialIndex ];
  6707. start = Math.max( group.start, drawRange.start );
  6708. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6709. for ( j = start, jl = end; j < jl; j += 3 ) {
  6710. a = j;
  6711. b = j + 1;
  6712. c = j + 2;
  6713. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6714. if ( intersection ) {
  6715. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6716. intersection.face.materialIndex = group.materialIndex;
  6717. intersects.push( intersection );
  6718. }
  6719. }
  6720. }
  6721. } else {
  6722. start = Math.max( 0, drawRange.start );
  6723. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6724. for ( i = start, il = end; i < il; i += 3 ) {
  6725. a = i;
  6726. b = i + 1;
  6727. c = i + 2;
  6728. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6729. if ( intersection ) {
  6730. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6731. intersects.push( intersection );
  6732. }
  6733. }
  6734. }
  6735. }
  6736. } else if ( geometry.isGeometry ) {
  6737. var fvA, fvB, fvC;
  6738. var isMultiMaterial = Array.isArray( material );
  6739. var vertices = geometry.vertices;
  6740. var faces = geometry.faces;
  6741. var uvs;
  6742. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6743. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6744. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6745. var face = faces[ f ];
  6746. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6747. if ( faceMaterial === undefined ) { continue; }
  6748. fvA = vertices[ face.a ];
  6749. fvB = vertices[ face.b ];
  6750. fvC = vertices[ face.c ];
  6751. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6752. if ( intersection ) {
  6753. if ( uvs && uvs[ f ] ) {
  6754. var uvs_f = uvs[ f ];
  6755. _uvA.copy( uvs_f[ 0 ] );
  6756. _uvB.copy( uvs_f[ 1 ] );
  6757. _uvC.copy( uvs_f[ 2 ] );
  6758. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6759. }
  6760. intersection.face = face;
  6761. intersection.faceIndex = f;
  6762. intersects.push( intersection );
  6763. }
  6764. }
  6765. }
  6766. },
  6767. clone: function () {
  6768. return new this.constructor( this.geometry, this.material ).copy( this );
  6769. }
  6770. } );
  6771. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6772. var intersect;
  6773. if ( material.side === BackSide ) {
  6774. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6775. } else {
  6776. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6777. }
  6778. if ( intersect === null ) { return null; }
  6779. _intersectionPointWorld.copy( point );
  6780. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6781. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6782. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6783. return {
  6784. distance: distance,
  6785. point: _intersectionPointWorld.clone(),
  6786. object: object
  6787. };
  6788. }
  6789. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6790. _vA.fromBufferAttribute( position, a );
  6791. _vB.fromBufferAttribute( position, b );
  6792. _vC.fromBufferAttribute( position, c );
  6793. var morphInfluences = object.morphTargetInfluences;
  6794. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6795. _morphA.set( 0, 0, 0 );
  6796. _morphB.set( 0, 0, 0 );
  6797. _morphC.set( 0, 0, 0 );
  6798. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6799. var influence = morphInfluences[ i ];
  6800. var morphAttribute = morphPosition[ i ];
  6801. if ( influence === 0 ) { continue; }
  6802. _tempA.fromBufferAttribute( morphAttribute, a );
  6803. _tempB.fromBufferAttribute( morphAttribute, b );
  6804. _tempC.fromBufferAttribute( morphAttribute, c );
  6805. if ( morphTargetsRelative ) {
  6806. _morphA.addScaledVector( _tempA, influence );
  6807. _morphB.addScaledVector( _tempB, influence );
  6808. _morphC.addScaledVector( _tempC, influence );
  6809. } else {
  6810. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6811. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6812. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6813. }
  6814. }
  6815. _vA.add( _morphA );
  6816. _vB.add( _morphB );
  6817. _vC.add( _morphC );
  6818. }
  6819. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6820. if ( intersection ) {
  6821. if ( uv ) {
  6822. _uvA.fromBufferAttribute( uv, a );
  6823. _uvB.fromBufferAttribute( uv, b );
  6824. _uvC.fromBufferAttribute( uv, c );
  6825. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6826. }
  6827. if ( uv2 ) {
  6828. _uvA.fromBufferAttribute( uv2, a );
  6829. _uvB.fromBufferAttribute( uv2, b );
  6830. _uvC.fromBufferAttribute( uv2, c );
  6831. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6832. }
  6833. var face = new Face3( a, b, c );
  6834. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6835. intersection.face = face;
  6836. }
  6837. return intersection;
  6838. }
  6839. /**
  6840. * @author mrdoob / http://mrdoob.com/
  6841. * @author kile / http://kile.stravaganza.org/
  6842. * @author alteredq / http://alteredqualia.com/
  6843. * @author mikael emtinger / http://gomo.se/
  6844. * @author zz85 / http://www.lab4games.net/zz85/blog
  6845. * @author bhouston / http://clara.io
  6846. */
  6847. var _geometryId = 0; // Geometry uses even numbers as Id
  6848. var _m1$3 = new Matrix4();
  6849. var _obj$1 = new Object3D();
  6850. var _offset$1 = new Vector3();
  6851. function Geometry() {
  6852. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6853. this.uuid = _Math.generateUUID();
  6854. this.name = '';
  6855. this.type = 'Geometry';
  6856. this.vertices = [];
  6857. this.colors = [];
  6858. this.faces = [];
  6859. this.faceVertexUvs = [[]];
  6860. this.morphTargets = [];
  6861. this.morphNormals = [];
  6862. this.skinWeights = [];
  6863. this.skinIndices = [];
  6864. this.lineDistances = [];
  6865. this.boundingBox = null;
  6866. this.boundingSphere = null;
  6867. // update flags
  6868. this.elementsNeedUpdate = false;
  6869. this.verticesNeedUpdate = false;
  6870. this.uvsNeedUpdate = false;
  6871. this.normalsNeedUpdate = false;
  6872. this.colorsNeedUpdate = false;
  6873. this.lineDistancesNeedUpdate = false;
  6874. this.groupsNeedUpdate = false;
  6875. }
  6876. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6877. constructor: Geometry,
  6878. isGeometry: true,
  6879. applyMatrix: function ( matrix ) {
  6880. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6881. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6882. var vertex = this.vertices[ i ];
  6883. vertex.applyMatrix4( matrix );
  6884. }
  6885. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6886. var face = this.faces[ i ];
  6887. face.normal.applyMatrix3( normalMatrix ).normalize();
  6888. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6889. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6890. }
  6891. }
  6892. if ( this.boundingBox !== null ) {
  6893. this.computeBoundingBox();
  6894. }
  6895. if ( this.boundingSphere !== null ) {
  6896. this.computeBoundingSphere();
  6897. }
  6898. this.verticesNeedUpdate = true;
  6899. this.normalsNeedUpdate = true;
  6900. return this;
  6901. },
  6902. rotateX: function ( angle ) {
  6903. // rotate geometry around world x-axis
  6904. _m1$3.makeRotationX( angle );
  6905. this.applyMatrix( _m1$3 );
  6906. return this;
  6907. },
  6908. rotateY: function ( angle ) {
  6909. // rotate geometry around world y-axis
  6910. _m1$3.makeRotationY( angle );
  6911. this.applyMatrix( _m1$3 );
  6912. return this;
  6913. },
  6914. rotateZ: function ( angle ) {
  6915. // rotate geometry around world z-axis
  6916. _m1$3.makeRotationZ( angle );
  6917. this.applyMatrix( _m1$3 );
  6918. return this;
  6919. },
  6920. translate: function ( x, y, z ) {
  6921. // translate geometry
  6922. _m1$3.makeTranslation( x, y, z );
  6923. this.applyMatrix( _m1$3 );
  6924. return this;
  6925. },
  6926. scale: function ( x, y, z ) {
  6927. // scale geometry
  6928. _m1$3.makeScale( x, y, z );
  6929. this.applyMatrix( _m1$3 );
  6930. return this;
  6931. },
  6932. lookAt: function ( vector ) {
  6933. _obj$1.lookAt( vector );
  6934. _obj$1.updateMatrix();
  6935. this.applyMatrix( _obj$1.matrix );
  6936. return this;
  6937. },
  6938. fromBufferGeometry: function ( geometry ) {
  6939. var scope = this;
  6940. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6941. var attributes = geometry.attributes;
  6942. if ( attributes.position === undefined ) {
  6943. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6944. return this;
  6945. }
  6946. var positions = attributes.position.array;
  6947. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6948. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6949. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6950. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6951. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6952. for ( var i = 0; i < positions.length; i += 3 ) {
  6953. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6954. if ( colors !== undefined ) {
  6955. scope.colors.push( new Color().fromArray( colors, i ) );
  6956. }
  6957. }
  6958. function addFace( a, b, c, materialIndex ) {
  6959. var vertexColors = ( colors === undefined ) ? [] : [
  6960. scope.colors[ a ].clone(),
  6961. scope.colors[ b ].clone(),
  6962. scope.colors[ c ].clone() ];
  6963. var vertexNormals = ( normals === undefined ) ? [] : [
  6964. new Vector3().fromArray( normals, a * 3 ),
  6965. new Vector3().fromArray( normals, b * 3 ),
  6966. new Vector3().fromArray( normals, c * 3 )
  6967. ];
  6968. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6969. scope.faces.push( face );
  6970. if ( uvs !== undefined ) {
  6971. scope.faceVertexUvs[ 0 ].push( [
  6972. new Vector2().fromArray( uvs, a * 2 ),
  6973. new Vector2().fromArray( uvs, b * 2 ),
  6974. new Vector2().fromArray( uvs, c * 2 )
  6975. ] );
  6976. }
  6977. if ( uvs2 !== undefined ) {
  6978. scope.faceVertexUvs[ 1 ].push( [
  6979. new Vector2().fromArray( uvs2, a * 2 ),
  6980. new Vector2().fromArray( uvs2, b * 2 ),
  6981. new Vector2().fromArray( uvs2, c * 2 )
  6982. ] );
  6983. }
  6984. }
  6985. var groups = geometry.groups;
  6986. if ( groups.length > 0 ) {
  6987. for ( var i = 0; i < groups.length; i ++ ) {
  6988. var group = groups[ i ];
  6989. var start = group.start;
  6990. var count = group.count;
  6991. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6992. if ( indices !== undefined ) {
  6993. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6994. } else {
  6995. addFace( j, j + 1, j + 2, group.materialIndex );
  6996. }
  6997. }
  6998. }
  6999. } else {
  7000. if ( indices !== undefined ) {
  7001. for ( var i = 0; i < indices.length; i += 3 ) {
  7002. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7003. }
  7004. } else {
  7005. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7006. addFace( i, i + 1, i + 2 );
  7007. }
  7008. }
  7009. }
  7010. this.computeFaceNormals();
  7011. if ( geometry.boundingBox !== null ) {
  7012. this.boundingBox = geometry.boundingBox.clone();
  7013. }
  7014. if ( geometry.boundingSphere !== null ) {
  7015. this.boundingSphere = geometry.boundingSphere.clone();
  7016. }
  7017. return this;
  7018. },
  7019. center: function () {
  7020. this.computeBoundingBox();
  7021. this.boundingBox.getCenter( _offset$1 ).negate();
  7022. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7023. return this;
  7024. },
  7025. normalize: function () {
  7026. this.computeBoundingSphere();
  7027. var center = this.boundingSphere.center;
  7028. var radius = this.boundingSphere.radius;
  7029. var s = radius === 0 ? 1 : 1.0 / radius;
  7030. var matrix = new Matrix4();
  7031. matrix.set(
  7032. s, 0, 0, - s * center.x,
  7033. 0, s, 0, - s * center.y,
  7034. 0, 0, s, - s * center.z,
  7035. 0, 0, 0, 1
  7036. );
  7037. this.applyMatrix( matrix );
  7038. return this;
  7039. },
  7040. computeFaceNormals: function () {
  7041. var cb = new Vector3(), ab = new Vector3();
  7042. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7043. var face = this.faces[ f ];
  7044. var vA = this.vertices[ face.a ];
  7045. var vB = this.vertices[ face.b ];
  7046. var vC = this.vertices[ face.c ];
  7047. cb.subVectors( vC, vB );
  7048. ab.subVectors( vA, vB );
  7049. cb.cross( ab );
  7050. cb.normalize();
  7051. face.normal.copy( cb );
  7052. }
  7053. },
  7054. computeVertexNormals: function ( areaWeighted ) {
  7055. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7056. var v, vl, f, fl, face, vertices;
  7057. vertices = new Array( this.vertices.length );
  7058. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7059. vertices[ v ] = new Vector3();
  7060. }
  7061. if ( areaWeighted ) {
  7062. // vertex normals weighted by triangle areas
  7063. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7064. var vA, vB, vC;
  7065. var cb = new Vector3(), ab = new Vector3();
  7066. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7067. face = this.faces[ f ];
  7068. vA = this.vertices[ face.a ];
  7069. vB = this.vertices[ face.b ];
  7070. vC = this.vertices[ face.c ];
  7071. cb.subVectors( vC, vB );
  7072. ab.subVectors( vA, vB );
  7073. cb.cross( ab );
  7074. vertices[ face.a ].add( cb );
  7075. vertices[ face.b ].add( cb );
  7076. vertices[ face.c ].add( cb );
  7077. }
  7078. } else {
  7079. this.computeFaceNormals();
  7080. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7081. face = this.faces[ f ];
  7082. vertices[ face.a ].add( face.normal );
  7083. vertices[ face.b ].add( face.normal );
  7084. vertices[ face.c ].add( face.normal );
  7085. }
  7086. }
  7087. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7088. vertices[ v ].normalize();
  7089. }
  7090. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7091. face = this.faces[ f ];
  7092. var vertexNormals = face.vertexNormals;
  7093. if ( vertexNormals.length === 3 ) {
  7094. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7095. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7096. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7097. } else {
  7098. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7099. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7100. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7101. }
  7102. }
  7103. if ( this.faces.length > 0 ) {
  7104. this.normalsNeedUpdate = true;
  7105. }
  7106. },
  7107. computeFlatVertexNormals: function () {
  7108. var f, fl, face;
  7109. this.computeFaceNormals();
  7110. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7111. face = this.faces[ f ];
  7112. var vertexNormals = face.vertexNormals;
  7113. if ( vertexNormals.length === 3 ) {
  7114. vertexNormals[ 0 ].copy( face.normal );
  7115. vertexNormals[ 1 ].copy( face.normal );
  7116. vertexNormals[ 2 ].copy( face.normal );
  7117. } else {
  7118. vertexNormals[ 0 ] = face.normal.clone();
  7119. vertexNormals[ 1 ] = face.normal.clone();
  7120. vertexNormals[ 2 ] = face.normal.clone();
  7121. }
  7122. }
  7123. if ( this.faces.length > 0 ) {
  7124. this.normalsNeedUpdate = true;
  7125. }
  7126. },
  7127. computeMorphNormals: function () {
  7128. var i, il, f, fl, face;
  7129. // save original normals
  7130. // - create temp variables on first access
  7131. // otherwise just copy (for faster repeated calls)
  7132. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7133. face = this.faces[ f ];
  7134. if ( ! face.__originalFaceNormal ) {
  7135. face.__originalFaceNormal = face.normal.clone();
  7136. } else {
  7137. face.__originalFaceNormal.copy( face.normal );
  7138. }
  7139. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7140. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7141. if ( ! face.__originalVertexNormals[ i ] ) {
  7142. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7143. } else {
  7144. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7145. }
  7146. }
  7147. }
  7148. // use temp geometry to compute face and vertex normals for each morph
  7149. var tmpGeo = new Geometry();
  7150. tmpGeo.faces = this.faces;
  7151. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7152. // create on first access
  7153. if ( ! this.morphNormals[ i ] ) {
  7154. this.morphNormals[ i ] = {};
  7155. this.morphNormals[ i ].faceNormals = [];
  7156. this.morphNormals[ i ].vertexNormals = [];
  7157. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7158. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7159. var faceNormal, vertexNormals;
  7160. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7161. faceNormal = new Vector3();
  7162. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7163. dstNormalsFace.push( faceNormal );
  7164. dstNormalsVertex.push( vertexNormals );
  7165. }
  7166. }
  7167. var morphNormals = this.morphNormals[ i ];
  7168. // set vertices to morph target
  7169. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7170. // compute morph normals
  7171. tmpGeo.computeFaceNormals();
  7172. tmpGeo.computeVertexNormals();
  7173. // store morph normals
  7174. var faceNormal, vertexNormals;
  7175. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7176. face = this.faces[ f ];
  7177. faceNormal = morphNormals.faceNormals[ f ];
  7178. vertexNormals = morphNormals.vertexNormals[ f ];
  7179. faceNormal.copy( face.normal );
  7180. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7181. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7182. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7183. }
  7184. }
  7185. // restore original normals
  7186. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7187. face = this.faces[ f ];
  7188. face.normal = face.__originalFaceNormal;
  7189. face.vertexNormals = face.__originalVertexNormals;
  7190. }
  7191. },
  7192. computeBoundingBox: function () {
  7193. if ( this.boundingBox === null ) {
  7194. this.boundingBox = new Box3();
  7195. }
  7196. this.boundingBox.setFromPoints( this.vertices );
  7197. },
  7198. computeBoundingSphere: function () {
  7199. if ( this.boundingSphere === null ) {
  7200. this.boundingSphere = new Sphere();
  7201. }
  7202. this.boundingSphere.setFromPoints( this.vertices );
  7203. },
  7204. merge: function ( geometry, matrix, materialIndexOffset ) {
  7205. if ( ! ( geometry && geometry.isGeometry ) ) {
  7206. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7207. return;
  7208. }
  7209. var normalMatrix,
  7210. vertexOffset = this.vertices.length,
  7211. vertices1 = this.vertices,
  7212. vertices2 = geometry.vertices,
  7213. faces1 = this.faces,
  7214. faces2 = geometry.faces,
  7215. colors1 = this.colors,
  7216. colors2 = geometry.colors;
  7217. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7218. if ( matrix !== undefined ) {
  7219. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7220. }
  7221. // vertices
  7222. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7223. var vertex = vertices2[ i ];
  7224. var vertexCopy = vertex.clone();
  7225. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7226. vertices1.push( vertexCopy );
  7227. }
  7228. // colors
  7229. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7230. colors1.push( colors2[ i ].clone() );
  7231. }
  7232. // faces
  7233. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7234. var face = faces2[ i ], faceCopy, normal, color,
  7235. faceVertexNormals = face.vertexNormals,
  7236. faceVertexColors = face.vertexColors;
  7237. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7238. faceCopy.normal.copy( face.normal );
  7239. if ( normalMatrix !== undefined ) {
  7240. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7241. }
  7242. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7243. normal = faceVertexNormals[ j ].clone();
  7244. if ( normalMatrix !== undefined ) {
  7245. normal.applyMatrix3( normalMatrix ).normalize();
  7246. }
  7247. faceCopy.vertexNormals.push( normal );
  7248. }
  7249. faceCopy.color.copy( face.color );
  7250. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7251. color = faceVertexColors[ j ];
  7252. faceCopy.vertexColors.push( color.clone() );
  7253. }
  7254. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7255. faces1.push( faceCopy );
  7256. }
  7257. // uvs
  7258. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7259. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7260. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7261. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7262. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7263. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7264. uvsCopy.push( uvs2[ k ].clone() );
  7265. }
  7266. this.faceVertexUvs[ i ].push( uvsCopy );
  7267. }
  7268. }
  7269. },
  7270. mergeMesh: function ( mesh ) {
  7271. if ( ! ( mesh && mesh.isMesh ) ) {
  7272. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7273. return;
  7274. }
  7275. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7276. this.merge( mesh.geometry, mesh.matrix );
  7277. },
  7278. /*
  7279. * Checks for duplicate vertices with hashmap.
  7280. * Duplicated vertices are removed
  7281. * and faces' vertices are updated.
  7282. */
  7283. mergeVertices: function () {
  7284. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7285. var unique = [], changes = [];
  7286. var v, key;
  7287. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7288. var precision = Math.pow( 10, precisionPoints );
  7289. var i, il, face;
  7290. var indices, j, jl;
  7291. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7292. v = this.vertices[ i ];
  7293. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7294. if ( verticesMap[ key ] === undefined ) {
  7295. verticesMap[ key ] = i;
  7296. unique.push( this.vertices[ i ] );
  7297. changes[ i ] = unique.length - 1;
  7298. } else {
  7299. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7300. changes[ i ] = changes[ verticesMap[ key ] ];
  7301. }
  7302. }
  7303. // if faces are completely degenerate after merging vertices, we
  7304. // have to remove them from the geometry.
  7305. var faceIndicesToRemove = [];
  7306. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7307. face = this.faces[ i ];
  7308. face.a = changes[ face.a ];
  7309. face.b = changes[ face.b ];
  7310. face.c = changes[ face.c ];
  7311. indices = [ face.a, face.b, face.c ];
  7312. // if any duplicate vertices are found in a Face3
  7313. // we have to remove the face as nothing can be saved
  7314. for ( var n = 0; n < 3; n ++ ) {
  7315. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7316. faceIndicesToRemove.push( i );
  7317. break;
  7318. }
  7319. }
  7320. }
  7321. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7322. var idx = faceIndicesToRemove[ i ];
  7323. this.faces.splice( idx, 1 );
  7324. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7325. this.faceVertexUvs[ j ].splice( idx, 1 );
  7326. }
  7327. }
  7328. // Use unique set of vertices
  7329. var diff = this.vertices.length - unique.length;
  7330. this.vertices = unique;
  7331. return diff;
  7332. },
  7333. setFromPoints: function ( points ) {
  7334. this.vertices = [];
  7335. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7336. var point = points[ i ];
  7337. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7338. }
  7339. return this;
  7340. },
  7341. sortFacesByMaterialIndex: function () {
  7342. var faces = this.faces;
  7343. var length = faces.length;
  7344. // tag faces
  7345. for ( var i = 0; i < length; i ++ ) {
  7346. faces[ i ]._id = i;
  7347. }
  7348. // sort faces
  7349. function materialIndexSort( a, b ) {
  7350. return a.materialIndex - b.materialIndex;
  7351. }
  7352. faces.sort( materialIndexSort );
  7353. // sort uvs
  7354. var uvs1 = this.faceVertexUvs[ 0 ];
  7355. var uvs2 = this.faceVertexUvs[ 1 ];
  7356. var newUvs1, newUvs2;
  7357. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7358. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7359. for ( var i = 0; i < length; i ++ ) {
  7360. var id = faces[ i ]._id;
  7361. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7362. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7363. }
  7364. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7365. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7366. },
  7367. toJSON: function () {
  7368. var data = {
  7369. metadata: {
  7370. version: 4.5,
  7371. type: 'Geometry',
  7372. generator: 'Geometry.toJSON'
  7373. }
  7374. };
  7375. // standard Geometry serialization
  7376. data.uuid = this.uuid;
  7377. data.type = this.type;
  7378. if ( this.name !== '' ) { data.name = this.name; }
  7379. if ( this.parameters !== undefined ) {
  7380. var parameters = this.parameters;
  7381. for ( var key in parameters ) {
  7382. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7383. }
  7384. return data;
  7385. }
  7386. var vertices = [];
  7387. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7388. var vertex = this.vertices[ i ];
  7389. vertices.push( vertex.x, vertex.y, vertex.z );
  7390. }
  7391. var faces = [];
  7392. var normals = [];
  7393. var normalsHash = {};
  7394. var colors = [];
  7395. var colorsHash = {};
  7396. var uvs = [];
  7397. var uvsHash = {};
  7398. for ( var i = 0; i < this.faces.length; i ++ ) {
  7399. var face = this.faces[ i ];
  7400. var hasMaterial = true;
  7401. var hasFaceUv = false; // deprecated
  7402. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7403. var hasFaceNormal = face.normal.length() > 0;
  7404. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7405. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7406. var hasFaceVertexColor = face.vertexColors.length > 0;
  7407. var faceType = 0;
  7408. faceType = setBit( faceType, 0, 0 ); // isQuad
  7409. faceType = setBit( faceType, 1, hasMaterial );
  7410. faceType = setBit( faceType, 2, hasFaceUv );
  7411. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7412. faceType = setBit( faceType, 4, hasFaceNormal );
  7413. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7414. faceType = setBit( faceType, 6, hasFaceColor );
  7415. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7416. faces.push( faceType );
  7417. faces.push( face.a, face.b, face.c );
  7418. faces.push( face.materialIndex );
  7419. if ( hasFaceVertexUv ) {
  7420. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7421. faces.push(
  7422. getUvIndex( faceVertexUvs[ 0 ] ),
  7423. getUvIndex( faceVertexUvs[ 1 ] ),
  7424. getUvIndex( faceVertexUvs[ 2 ] )
  7425. );
  7426. }
  7427. if ( hasFaceNormal ) {
  7428. faces.push( getNormalIndex( face.normal ) );
  7429. }
  7430. if ( hasFaceVertexNormal ) {
  7431. var vertexNormals = face.vertexNormals;
  7432. faces.push(
  7433. getNormalIndex( vertexNormals[ 0 ] ),
  7434. getNormalIndex( vertexNormals[ 1 ] ),
  7435. getNormalIndex( vertexNormals[ 2 ] )
  7436. );
  7437. }
  7438. if ( hasFaceColor ) {
  7439. faces.push( getColorIndex( face.color ) );
  7440. }
  7441. if ( hasFaceVertexColor ) {
  7442. var vertexColors = face.vertexColors;
  7443. faces.push(
  7444. getColorIndex( vertexColors[ 0 ] ),
  7445. getColorIndex( vertexColors[ 1 ] ),
  7446. getColorIndex( vertexColors[ 2 ] )
  7447. );
  7448. }
  7449. }
  7450. function setBit( value, position, enabled ) {
  7451. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7452. }
  7453. function getNormalIndex( normal ) {
  7454. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7455. if ( normalsHash[ hash ] !== undefined ) {
  7456. return normalsHash[ hash ];
  7457. }
  7458. normalsHash[ hash ] = normals.length / 3;
  7459. normals.push( normal.x, normal.y, normal.z );
  7460. return normalsHash[ hash ];
  7461. }
  7462. function getColorIndex( color ) {
  7463. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7464. if ( colorsHash[ hash ] !== undefined ) {
  7465. return colorsHash[ hash ];
  7466. }
  7467. colorsHash[ hash ] = colors.length;
  7468. colors.push( color.getHex() );
  7469. return colorsHash[ hash ];
  7470. }
  7471. function getUvIndex( uv ) {
  7472. var hash = uv.x.toString() + uv.y.toString();
  7473. if ( uvsHash[ hash ] !== undefined ) {
  7474. return uvsHash[ hash ];
  7475. }
  7476. uvsHash[ hash ] = uvs.length / 2;
  7477. uvs.push( uv.x, uv.y );
  7478. return uvsHash[ hash ];
  7479. }
  7480. data.data = {};
  7481. data.data.vertices = vertices;
  7482. data.data.normals = normals;
  7483. if ( colors.length > 0 ) { data.data.colors = colors; }
  7484. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7485. data.data.faces = faces;
  7486. return data;
  7487. },
  7488. clone: function () {
  7489. /*
  7490. // Handle primitives
  7491. var parameters = this.parameters;
  7492. if ( parameters !== undefined ) {
  7493. var values = [];
  7494. for ( var key in parameters ) {
  7495. values.push( parameters[ key ] );
  7496. }
  7497. var geometry = Object.create( this.constructor.prototype );
  7498. this.constructor.apply( geometry, values );
  7499. return geometry;
  7500. }
  7501. return new this.constructor().copy( this );
  7502. */
  7503. return new Geometry().copy( this );
  7504. },
  7505. copy: function ( source ) {
  7506. var i, il, j, jl, k, kl;
  7507. // reset
  7508. this.vertices = [];
  7509. this.colors = [];
  7510. this.faces = [];
  7511. this.faceVertexUvs = [[]];
  7512. this.morphTargets = [];
  7513. this.morphNormals = [];
  7514. this.skinWeights = [];
  7515. this.skinIndices = [];
  7516. this.lineDistances = [];
  7517. this.boundingBox = null;
  7518. this.boundingSphere = null;
  7519. // name
  7520. this.name = source.name;
  7521. // vertices
  7522. var vertices = source.vertices;
  7523. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7524. this.vertices.push( vertices[ i ].clone() );
  7525. }
  7526. // colors
  7527. var colors = source.colors;
  7528. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7529. this.colors.push( colors[ i ].clone() );
  7530. }
  7531. // faces
  7532. var faces = source.faces;
  7533. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7534. this.faces.push( faces[ i ].clone() );
  7535. }
  7536. // face vertex uvs
  7537. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7538. var faceVertexUvs = source.faceVertexUvs[ i ];
  7539. if ( this.faceVertexUvs[ i ] === undefined ) {
  7540. this.faceVertexUvs[ i ] = [];
  7541. }
  7542. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7543. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7544. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7545. var uv = uvs[ k ];
  7546. uvsCopy.push( uv.clone() );
  7547. }
  7548. this.faceVertexUvs[ i ].push( uvsCopy );
  7549. }
  7550. }
  7551. // morph targets
  7552. var morphTargets = source.morphTargets;
  7553. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7554. var morphTarget = {};
  7555. morphTarget.name = morphTargets[ i ].name;
  7556. // vertices
  7557. if ( morphTargets[ i ].vertices !== undefined ) {
  7558. morphTarget.vertices = [];
  7559. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7560. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7561. }
  7562. }
  7563. // normals
  7564. if ( morphTargets[ i ].normals !== undefined ) {
  7565. morphTarget.normals = [];
  7566. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7567. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7568. }
  7569. }
  7570. this.morphTargets.push( morphTarget );
  7571. }
  7572. // morph normals
  7573. var morphNormals = source.morphNormals;
  7574. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7575. var morphNormal = {};
  7576. // vertex normals
  7577. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7578. morphNormal.vertexNormals = [];
  7579. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7580. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7581. var destVertexNormal = {};
  7582. destVertexNormal.a = srcVertexNormal.a.clone();
  7583. destVertexNormal.b = srcVertexNormal.b.clone();
  7584. destVertexNormal.c = srcVertexNormal.c.clone();
  7585. morphNormal.vertexNormals.push( destVertexNormal );
  7586. }
  7587. }
  7588. // face normals
  7589. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7590. morphNormal.faceNormals = [];
  7591. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7592. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7593. }
  7594. }
  7595. this.morphNormals.push( morphNormal );
  7596. }
  7597. // skin weights
  7598. var skinWeights = source.skinWeights;
  7599. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7600. this.skinWeights.push( skinWeights[ i ].clone() );
  7601. }
  7602. // skin indices
  7603. var skinIndices = source.skinIndices;
  7604. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7605. this.skinIndices.push( skinIndices[ i ].clone() );
  7606. }
  7607. // line distances
  7608. var lineDistances = source.lineDistances;
  7609. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7610. this.lineDistances.push( lineDistances[ i ] );
  7611. }
  7612. // bounding box
  7613. var boundingBox = source.boundingBox;
  7614. if ( boundingBox !== null ) {
  7615. this.boundingBox = boundingBox.clone();
  7616. }
  7617. // bounding sphere
  7618. var boundingSphere = source.boundingSphere;
  7619. if ( boundingSphere !== null ) {
  7620. this.boundingSphere = boundingSphere.clone();
  7621. }
  7622. // update flags
  7623. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7624. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7625. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7626. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7627. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7628. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7629. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7630. return this;
  7631. },
  7632. dispose: function () {
  7633. this.dispatchEvent( { type: 'dispose' } );
  7634. }
  7635. } );
  7636. /**
  7637. * @author mrdoob / http://mrdoob.com/
  7638. * @author Mugen87 / https://github.com/Mugen87
  7639. */
  7640. // BoxGeometry
  7641. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7642. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7643. Geometry.call(this);
  7644. this.type = 'BoxGeometry';
  7645. this.parameters = {
  7646. width: width,
  7647. height: height,
  7648. depth: depth,
  7649. widthSegments: widthSegments,
  7650. heightSegments: heightSegments,
  7651. depthSegments: depthSegments
  7652. };
  7653. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7654. this.mergeVertices();
  7655. }
  7656. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7657. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7658. BoxGeometry.prototype.constructor = BoxGeometry;
  7659. return BoxGeometry;
  7660. }(Geometry));
  7661. // BoxBufferGeometry
  7662. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7663. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7664. BufferGeometry.call(this);
  7665. this.type = 'BoxBufferGeometry';
  7666. this.parameters = {
  7667. width: width,
  7668. height: height,
  7669. depth: depth,
  7670. widthSegments: widthSegments,
  7671. heightSegments: heightSegments,
  7672. depthSegments: depthSegments
  7673. };
  7674. var scope = this;
  7675. width = width || 1;
  7676. height = height || 1;
  7677. depth = depth || 1;
  7678. // segments
  7679. widthSegments = Math.floor( widthSegments ) || 1;
  7680. heightSegments = Math.floor( heightSegments ) || 1;
  7681. depthSegments = Math.floor( depthSegments ) || 1;
  7682. // buffers
  7683. var indices = [];
  7684. var vertices = [];
  7685. var normals = [];
  7686. var uvs = [];
  7687. // helper variables
  7688. var numberOfVertices = 0;
  7689. var groupStart = 0;
  7690. // build each side of the box geometry
  7691. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7692. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7693. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7694. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7695. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7696. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7697. // build geometry
  7698. this.setIndex( indices );
  7699. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7700. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7701. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7702. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7703. var segmentWidth = width / gridX;
  7704. var segmentHeight = height / gridY;
  7705. var widthHalf = width / 2;
  7706. var heightHalf = height / 2;
  7707. var depthHalf = depth / 2;
  7708. var gridX1 = gridX + 1;
  7709. var gridY1 = gridY + 1;
  7710. var vertexCounter = 0;
  7711. var groupCount = 0;
  7712. var ix, iy;
  7713. var vector = new Vector3();
  7714. // generate vertices, normals and uvs
  7715. for ( iy = 0; iy < gridY1; iy ++ ) {
  7716. var y = iy * segmentHeight - heightHalf;
  7717. for ( ix = 0; ix < gridX1; ix ++ ) {
  7718. var x = ix * segmentWidth - widthHalf;
  7719. // set values to correct vector component
  7720. vector[ u ] = x * udir;
  7721. vector[ v ] = y * vdir;
  7722. vector[ w ] = depthHalf;
  7723. // now apply vector to vertex buffer
  7724. vertices.push( vector.x, vector.y, vector.z );
  7725. // set values to correct vector component
  7726. vector[ u ] = 0;
  7727. vector[ v ] = 0;
  7728. vector[ w ] = depth > 0 ? 1 : - 1;
  7729. // now apply vector to normal buffer
  7730. normals.push( vector.x, vector.y, vector.z );
  7731. // uvs
  7732. uvs.push( ix / gridX );
  7733. uvs.push( 1 - ( iy / gridY ) );
  7734. // counters
  7735. vertexCounter += 1;
  7736. }
  7737. }
  7738. // indices
  7739. // 1. you need three indices to draw a single face
  7740. // 2. a single segment consists of two faces
  7741. // 3. so we need to generate six (2*3) indices per segment
  7742. for ( iy = 0; iy < gridY; iy ++ ) {
  7743. for ( ix = 0; ix < gridX; ix ++ ) {
  7744. var a = numberOfVertices + ix + gridX1 * iy;
  7745. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7746. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7747. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7748. // faces
  7749. indices.push( a, b, d );
  7750. indices.push( b, c, d );
  7751. // increase counter
  7752. groupCount += 6;
  7753. }
  7754. }
  7755. // add a group to the geometry. this will ensure multi material support
  7756. scope.addGroup( groupStart, groupCount, materialIndex );
  7757. // calculate new start value for groups
  7758. groupStart += groupCount;
  7759. // update total number of vertices
  7760. numberOfVertices += vertexCounter;
  7761. }
  7762. }
  7763. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7764. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7765. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7766. return BoxBufferGeometry;
  7767. }(BufferGeometry));
  7768. /**
  7769. * Uniform Utilities
  7770. */
  7771. function cloneUniforms( src ) {
  7772. var dst = {};
  7773. for ( var u in src ) {
  7774. dst[ u ] = {};
  7775. for ( var p in src[ u ] ) {
  7776. var property = src[ u ][ p ];
  7777. if ( property && ( property.isColor ||
  7778. property.isMatrix3 || property.isMatrix4 ||
  7779. property.isVector2 || property.isVector3 || property.isVector4 ||
  7780. property.isTexture ) ) {
  7781. dst[ u ][ p ] = property.clone();
  7782. } else if ( Array.isArray( property ) ) {
  7783. dst[ u ][ p ] = property.slice();
  7784. } else {
  7785. dst[ u ][ p ] = property;
  7786. }
  7787. }
  7788. }
  7789. return dst;
  7790. }
  7791. function mergeUniforms( uniforms ) {
  7792. var merged = {};
  7793. for ( var u = 0; u < uniforms.length; u ++ ) {
  7794. var tmp = cloneUniforms( uniforms[ u ] );
  7795. for ( var p in tmp ) {
  7796. merged[ p ] = tmp[ p ];
  7797. }
  7798. }
  7799. return merged;
  7800. }
  7801. // Legacy
  7802. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7803. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7804. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7805. /**
  7806. * @author alteredq / http://alteredqualia.com/
  7807. *
  7808. * parameters = {
  7809. * defines: { "label" : "value" },
  7810. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7811. *
  7812. * fragmentShader: <string>,
  7813. * vertexShader: <string>,
  7814. *
  7815. * wireframe: <boolean>,
  7816. * wireframeLinewidth: <float>,
  7817. *
  7818. * lights: <bool>,
  7819. *
  7820. * skinning: <bool>,
  7821. * morphTargets: <bool>,
  7822. * morphNormals: <bool>
  7823. * }
  7824. */
  7825. function ShaderMaterial( parameters ) {
  7826. Material.call( this );
  7827. this.type = 'ShaderMaterial';
  7828. this.defines = {};
  7829. this.uniforms = {};
  7830. this.vertexShader = default_vertex;
  7831. this.fragmentShader = default_fragment;
  7832. this.linewidth = 1;
  7833. this.wireframe = false;
  7834. this.wireframeLinewidth = 1;
  7835. this.fog = false; // set to use scene fog
  7836. this.lights = false; // set to use scene lights
  7837. this.clipping = false; // set to use user-defined clipping planes
  7838. this.skinning = false; // set to use skinning attribute streams
  7839. this.morphTargets = false; // set to use morph targets
  7840. this.morphNormals = false; // set to use morph normals
  7841. this.extensions = {
  7842. derivatives: false, // set to use derivatives
  7843. fragDepth: false, // set to use fragment depth values
  7844. drawBuffers: false, // set to use draw buffers
  7845. shaderTextureLOD: false // set to use shader texture LOD
  7846. };
  7847. // When rendered geometry doesn't include these attributes but the material does,
  7848. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7849. this.defaultAttributeValues = {
  7850. 'color': [ 1, 1, 1 ],
  7851. 'uv': [ 0, 0 ],
  7852. 'uv2': [ 0, 0 ]
  7853. };
  7854. this.index0AttributeName = undefined;
  7855. this.uniformsNeedUpdate = false;
  7856. if ( parameters !== undefined ) {
  7857. if ( parameters.attributes !== undefined ) {
  7858. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7859. }
  7860. this.setValues( parameters );
  7861. }
  7862. }
  7863. ShaderMaterial.prototype = Object.create( Material.prototype );
  7864. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7865. ShaderMaterial.prototype.isShaderMaterial = true;
  7866. ShaderMaterial.prototype.copy = function ( source ) {
  7867. Material.prototype.copy.call( this, source );
  7868. this.fragmentShader = source.fragmentShader;
  7869. this.vertexShader = source.vertexShader;
  7870. this.uniforms = cloneUniforms( source.uniforms );
  7871. this.defines = Object.assign( {}, source.defines );
  7872. this.wireframe = source.wireframe;
  7873. this.wireframeLinewidth = source.wireframeLinewidth;
  7874. this.lights = source.lights;
  7875. this.clipping = source.clipping;
  7876. this.skinning = source.skinning;
  7877. this.morphTargets = source.morphTargets;
  7878. this.morphNormals = source.morphNormals;
  7879. this.extensions = source.extensions;
  7880. return this;
  7881. };
  7882. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7883. var data = Material.prototype.toJSON.call( this, meta );
  7884. data.uniforms = {};
  7885. for ( var name in this.uniforms ) {
  7886. var uniform = this.uniforms[ name ];
  7887. var value = uniform.value;
  7888. if ( value && value.isTexture ) {
  7889. data.uniforms[ name ] = {
  7890. type: 't',
  7891. value: value.toJSON( meta ).uuid
  7892. };
  7893. } else if ( value && value.isColor ) {
  7894. data.uniforms[ name ] = {
  7895. type: 'c',
  7896. value: value.getHex()
  7897. };
  7898. } else if ( value && value.isVector2 ) {
  7899. data.uniforms[ name ] = {
  7900. type: 'v2',
  7901. value: value.toArray()
  7902. };
  7903. } else if ( value && value.isVector3 ) {
  7904. data.uniforms[ name ] = {
  7905. type: 'v3',
  7906. value: value.toArray()
  7907. };
  7908. } else if ( value && value.isVector4 ) {
  7909. data.uniforms[ name ] = {
  7910. type: 'v4',
  7911. value: value.toArray()
  7912. };
  7913. } else if ( value && value.isMatrix3 ) {
  7914. data.uniforms[ name ] = {
  7915. type: 'm3',
  7916. value: value.toArray()
  7917. };
  7918. } else if ( value && value.isMatrix4 ) {
  7919. data.uniforms[ name ] = {
  7920. type: 'm4',
  7921. value: value.toArray()
  7922. };
  7923. } else {
  7924. data.uniforms[ name ] = {
  7925. value: value
  7926. };
  7927. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7928. }
  7929. }
  7930. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7931. data.vertexShader = this.vertexShader;
  7932. data.fragmentShader = this.fragmentShader;
  7933. var extensions = {};
  7934. for ( var key in this.extensions ) {
  7935. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7936. }
  7937. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7938. return data;
  7939. };
  7940. /**
  7941. * @author mrdoob / http://mrdoob.com/
  7942. * @author mikael emtinger / http://gomo.se/
  7943. * @author WestLangley / http://github.com/WestLangley
  7944. */
  7945. function Camera() {
  7946. Object3D.call( this );
  7947. this.type = 'Camera';
  7948. this.matrixWorldInverse = new Matrix4();
  7949. this.projectionMatrix = new Matrix4();
  7950. this.projectionMatrixInverse = new Matrix4();
  7951. }
  7952. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7953. constructor: Camera,
  7954. isCamera: true,
  7955. copy: function ( source, recursive ) {
  7956. Object3D.prototype.copy.call( this, source, recursive );
  7957. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7958. this.projectionMatrix.copy( source.projectionMatrix );
  7959. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7960. return this;
  7961. },
  7962. getWorldDirection: function ( target ) {
  7963. if ( target === undefined ) {
  7964. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7965. target = new Vector3();
  7966. }
  7967. this.updateMatrixWorld( true );
  7968. var e = this.matrixWorld.elements;
  7969. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7970. },
  7971. updateMatrixWorld: function ( force ) {
  7972. Object3D.prototype.updateMatrixWorld.call( this, force );
  7973. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7974. },
  7975. clone: function () {
  7976. return new this.constructor().copy( this );
  7977. }
  7978. } );
  7979. /**
  7980. * @author mrdoob / http://mrdoob.com/
  7981. * @author greggman / http://games.greggman.com/
  7982. * @author zz85 / http://www.lab4games.net/zz85/blog
  7983. * @author tschw
  7984. */
  7985. function PerspectiveCamera( fov, aspect, near, far ) {
  7986. Camera.call( this );
  7987. this.type = 'PerspectiveCamera';
  7988. this.fov = fov !== undefined ? fov : 50;
  7989. this.zoom = 1;
  7990. this.near = near !== undefined ? near : 0.1;
  7991. this.far = far !== undefined ? far : 2000;
  7992. this.focus = 10;
  7993. this.aspect = aspect !== undefined ? aspect : 1;
  7994. this.view = null;
  7995. this.filmGauge = 35; // width of the film (default in millimeters)
  7996. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7997. this.updateProjectionMatrix();
  7998. }
  7999. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8000. constructor: PerspectiveCamera,
  8001. isPerspectiveCamera: true,
  8002. copy: function ( source, recursive ) {
  8003. Camera.prototype.copy.call( this, source, recursive );
  8004. this.fov = source.fov;
  8005. this.zoom = source.zoom;
  8006. this.near = source.near;
  8007. this.far = source.far;
  8008. this.focus = source.focus;
  8009. this.aspect = source.aspect;
  8010. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8011. this.filmGauge = source.filmGauge;
  8012. this.filmOffset = source.filmOffset;
  8013. return this;
  8014. },
  8015. /**
  8016. * Sets the FOV by focal length in respect to the current .filmGauge.
  8017. *
  8018. * The default film gauge is 35, so that the focal length can be specified for
  8019. * a 35mm (full frame) camera.
  8020. *
  8021. * Values for focal length and film gauge must have the same unit.
  8022. */
  8023. setFocalLength: function ( focalLength ) {
  8024. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8025. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8026. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8027. this.updateProjectionMatrix();
  8028. },
  8029. /**
  8030. * Calculates the focal length from the current .fov and .filmGauge.
  8031. */
  8032. getFocalLength: function () {
  8033. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  8034. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8035. },
  8036. getEffectiveFOV: function () {
  8037. return _Math.RAD2DEG * 2 * Math.atan(
  8038. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8039. },
  8040. getFilmWidth: function () {
  8041. // film not completely covered in portrait format (aspect < 1)
  8042. return this.filmGauge * Math.min( this.aspect, 1 );
  8043. },
  8044. getFilmHeight: function () {
  8045. // film not completely covered in landscape format (aspect > 1)
  8046. return this.filmGauge / Math.max( this.aspect, 1 );
  8047. },
  8048. /**
  8049. * Sets an offset in a larger frustum. This is useful for multi-window or
  8050. * multi-monitor/multi-machine setups.
  8051. *
  8052. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8053. * the monitors are in grid like this
  8054. *
  8055. * +---+---+---+
  8056. * | A | B | C |
  8057. * +---+---+---+
  8058. * | D | E | F |
  8059. * +---+---+---+
  8060. *
  8061. * then for each monitor you would call it like this
  8062. *
  8063. * var w = 1920;
  8064. * var h = 1080;
  8065. * var fullWidth = w * 3;
  8066. * var fullHeight = h * 2;
  8067. *
  8068. * --A--
  8069. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8070. * --B--
  8071. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8072. * --C--
  8073. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8074. * --D--
  8075. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8076. * --E--
  8077. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8078. * --F--
  8079. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8080. *
  8081. * Note there is no reason monitors have to be the same size or in a grid.
  8082. */
  8083. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8084. this.aspect = fullWidth / fullHeight;
  8085. if ( this.view === null ) {
  8086. this.view = {
  8087. enabled: true,
  8088. fullWidth: 1,
  8089. fullHeight: 1,
  8090. offsetX: 0,
  8091. offsetY: 0,
  8092. width: 1,
  8093. height: 1
  8094. };
  8095. }
  8096. this.view.enabled = true;
  8097. this.view.fullWidth = fullWidth;
  8098. this.view.fullHeight = fullHeight;
  8099. this.view.offsetX = x;
  8100. this.view.offsetY = y;
  8101. this.view.width = width;
  8102. this.view.height = height;
  8103. this.updateProjectionMatrix();
  8104. },
  8105. clearViewOffset: function () {
  8106. if ( this.view !== null ) {
  8107. this.view.enabled = false;
  8108. }
  8109. this.updateProjectionMatrix();
  8110. },
  8111. updateProjectionMatrix: function () {
  8112. var near = this.near,
  8113. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8114. height = 2 * top,
  8115. width = this.aspect * height,
  8116. left = - 0.5 * width,
  8117. view = this.view;
  8118. if ( this.view !== null && this.view.enabled ) {
  8119. var fullWidth = view.fullWidth,
  8120. fullHeight = view.fullHeight;
  8121. left += view.offsetX * width / fullWidth;
  8122. top -= view.offsetY * height / fullHeight;
  8123. width *= view.width / fullWidth;
  8124. height *= view.height / fullHeight;
  8125. }
  8126. var skew = this.filmOffset;
  8127. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8128. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8129. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8130. },
  8131. toJSON: function ( meta ) {
  8132. var data = Object3D.prototype.toJSON.call( this, meta );
  8133. data.object.fov = this.fov;
  8134. data.object.zoom = this.zoom;
  8135. data.object.near = this.near;
  8136. data.object.far = this.far;
  8137. data.object.focus = this.focus;
  8138. data.object.aspect = this.aspect;
  8139. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8140. data.object.filmGauge = this.filmGauge;
  8141. data.object.filmOffset = this.filmOffset;
  8142. return data;
  8143. }
  8144. } );
  8145. /**
  8146. * Camera for rendering cube maps
  8147. * - renders scene into axis-aligned cube
  8148. *
  8149. * @author alteredq / http://alteredqualia.com/
  8150. */
  8151. var fov = 90, aspect = 1;
  8152. function CubeCamera( near, far, cubeResolution, options ) {
  8153. Object3D.call( this );
  8154. this.type = 'CubeCamera';
  8155. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8156. cameraPX.up.set( 0, - 1, 0 );
  8157. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8158. this.add( cameraPX );
  8159. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8160. cameraNX.up.set( 0, - 1, 0 );
  8161. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8162. this.add( cameraNX );
  8163. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8164. cameraPY.up.set( 0, 0, 1 );
  8165. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8166. this.add( cameraPY );
  8167. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8168. cameraNY.up.set( 0, 0, - 1 );
  8169. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8170. this.add( cameraNY );
  8171. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8172. cameraPZ.up.set( 0, - 1, 0 );
  8173. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8174. this.add( cameraPZ );
  8175. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8176. cameraNZ.up.set( 0, - 1, 0 );
  8177. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8178. this.add( cameraNZ );
  8179. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8180. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8181. this.renderTarget.texture.name = "CubeCamera";
  8182. this.update = function ( renderer, scene ) {
  8183. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8184. var currentRenderTarget = renderer.getRenderTarget();
  8185. var renderTarget = this.renderTarget;
  8186. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8187. renderTarget.texture.generateMipmaps = false;
  8188. renderer.setRenderTarget( renderTarget, 0 );
  8189. renderer.render( scene, cameraPX );
  8190. renderer.setRenderTarget( renderTarget, 1 );
  8191. renderer.render( scene, cameraNX );
  8192. renderer.setRenderTarget( renderTarget, 2 );
  8193. renderer.render( scene, cameraPY );
  8194. renderer.setRenderTarget( renderTarget, 3 );
  8195. renderer.render( scene, cameraNY );
  8196. renderer.setRenderTarget( renderTarget, 4 );
  8197. renderer.render( scene, cameraPZ );
  8198. renderTarget.texture.generateMipmaps = generateMipmaps;
  8199. renderer.setRenderTarget( renderTarget, 5 );
  8200. renderer.render( scene, cameraNZ );
  8201. renderer.setRenderTarget( currentRenderTarget );
  8202. };
  8203. this.clear = function ( renderer, color, depth, stencil ) {
  8204. var currentRenderTarget = renderer.getRenderTarget();
  8205. var renderTarget = this.renderTarget;
  8206. for ( var i = 0; i < 6; i ++ ) {
  8207. renderer.setRenderTarget( renderTarget, i );
  8208. renderer.clear( color, depth, stencil );
  8209. }
  8210. renderer.setRenderTarget( currentRenderTarget );
  8211. };
  8212. }
  8213. CubeCamera.prototype = Object.create( Object3D.prototype );
  8214. CubeCamera.prototype.constructor = CubeCamera;
  8215. /**
  8216. * @author alteredq / http://alteredqualia.com
  8217. * @author WestLangley / http://github.com/WestLangley
  8218. */
  8219. function WebGLRenderTargetCube( width, height, options ) {
  8220. WebGLRenderTarget.call( this, width, height, options );
  8221. }
  8222. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8223. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8224. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8225. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8226. this.texture.type = texture.type;
  8227. this.texture.format = texture.format;
  8228. this.texture.encoding = texture.encoding;
  8229. var scene = new Scene();
  8230. var shader = {
  8231. uniforms: {
  8232. tEquirect: { value: null },
  8233. },
  8234. vertexShader: [
  8235. "varying vec3 vWorldDirection;",
  8236. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8237. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8238. "}",
  8239. "void main() {",
  8240. " vWorldDirection = transformDirection( position, modelMatrix );",
  8241. " #include <begin_vertex>",
  8242. " #include <project_vertex>",
  8243. "}"
  8244. ].join( '\n' ),
  8245. fragmentShader: [
  8246. "uniform sampler2D tEquirect;",
  8247. "varying vec3 vWorldDirection;",
  8248. "#define RECIPROCAL_PI 0.31830988618",
  8249. "#define RECIPROCAL_PI2 0.15915494",
  8250. "void main() {",
  8251. " vec3 direction = normalize( vWorldDirection );",
  8252. " vec2 sampleUV;",
  8253. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8254. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8255. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8256. "}"
  8257. ].join( '\n' ),
  8258. };
  8259. var material = new ShaderMaterial( {
  8260. type: 'CubemapFromEquirect',
  8261. uniforms: cloneUniforms( shader.uniforms ),
  8262. vertexShader: shader.vertexShader,
  8263. fragmentShader: shader.fragmentShader,
  8264. side: BackSide,
  8265. blending: NoBlending
  8266. } );
  8267. material.uniforms.tEquirect.value = texture;
  8268. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8269. scene.add( mesh );
  8270. var camera = new CubeCamera( 1, 10, 1 );
  8271. camera.renderTarget = this;
  8272. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8273. camera.update( renderer, scene );
  8274. mesh.geometry.dispose();
  8275. mesh.material.dispose();
  8276. return this;
  8277. };
  8278. /**
  8279. * @author alteredq / http://alteredqualia.com/
  8280. */
  8281. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8282. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8283. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8284. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8285. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8286. this.generateMipmaps = false;
  8287. this.flipY = false;
  8288. this.unpackAlignment = 1;
  8289. this.needsUpdate = true;
  8290. }
  8291. DataTexture.prototype = Object.create( Texture.prototype );
  8292. DataTexture.prototype.constructor = DataTexture;
  8293. DataTexture.prototype.isDataTexture = true;
  8294. /**
  8295. * @author mrdoob / http://mrdoob.com/
  8296. * @author alteredq / http://alteredqualia.com/
  8297. * @author bhouston / http://clara.io
  8298. */
  8299. var _sphere$1 = new Sphere();
  8300. var _vector$6 = new Vector3();
  8301. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8302. this.planes = [
  8303. ( p0 !== undefined ) ? p0 : new Plane(),
  8304. ( p1 !== undefined ) ? p1 : new Plane(),
  8305. ( p2 !== undefined ) ? p2 : new Plane(),
  8306. ( p3 !== undefined ) ? p3 : new Plane(),
  8307. ( p4 !== undefined ) ? p4 : new Plane(),
  8308. ( p5 !== undefined ) ? p5 : new Plane()
  8309. ];
  8310. }
  8311. Object.assign( Frustum.prototype, {
  8312. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8313. var planes = this.planes;
  8314. planes[ 0 ].copy( p0 );
  8315. planes[ 1 ].copy( p1 );
  8316. planes[ 2 ].copy( p2 );
  8317. planes[ 3 ].copy( p3 );
  8318. planes[ 4 ].copy( p4 );
  8319. planes[ 5 ].copy( p5 );
  8320. return this;
  8321. },
  8322. clone: function () {
  8323. return new this.constructor().copy( this );
  8324. },
  8325. copy: function ( frustum ) {
  8326. var planes = this.planes;
  8327. for ( var i = 0; i < 6; i ++ ) {
  8328. planes[ i ].copy( frustum.planes[ i ] );
  8329. }
  8330. return this;
  8331. },
  8332. setFromMatrix: function ( m ) {
  8333. var planes = this.planes;
  8334. var me = m.elements;
  8335. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8336. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8337. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8338. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8339. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8340. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8341. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8342. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8343. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8344. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8345. return this;
  8346. },
  8347. intersectsObject: function ( object ) {
  8348. var geometry = object.geometry;
  8349. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8350. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8351. return this.intersectsSphere( _sphere$1 );
  8352. },
  8353. intersectsSprite: function ( sprite ) {
  8354. _sphere$1.center.set( 0, 0, 0 );
  8355. _sphere$1.radius = 0.7071067811865476;
  8356. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8357. return this.intersectsSphere( _sphere$1 );
  8358. },
  8359. intersectsSphere: function ( sphere ) {
  8360. var planes = this.planes;
  8361. var center = sphere.center;
  8362. var negRadius = - sphere.radius;
  8363. for ( var i = 0; i < 6; i ++ ) {
  8364. var distance = planes[ i ].distanceToPoint( center );
  8365. if ( distance < negRadius ) {
  8366. return false;
  8367. }
  8368. }
  8369. return true;
  8370. },
  8371. intersectsBox: function ( box ) {
  8372. var planes = this.planes;
  8373. for ( var i = 0; i < 6; i ++ ) {
  8374. var plane = planes[ i ];
  8375. // corner at max distance
  8376. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8377. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8378. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8379. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  8380. return false;
  8381. }
  8382. }
  8383. return true;
  8384. },
  8385. containsPoint: function ( point ) {
  8386. var planes = this.planes;
  8387. for ( var i = 0; i < 6; i ++ ) {
  8388. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8389. return false;
  8390. }
  8391. }
  8392. return true;
  8393. }
  8394. } );
  8395. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8396. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8397. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8398. 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";
  8399. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8400. var begin_vertex = "vec3 transformed = vec3( position );";
  8401. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8402. 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";
  8403. 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";
  8404. 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";
  8405. 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";
  8406. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8407. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8408. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8409. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8410. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8411. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8412. 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}";
  8413. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8414. 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 = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8415. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8416. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8417. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8418. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8419. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8420. 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}";
  8421. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ), 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8422. 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";
  8423. 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";
  8424. 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";
  8425. 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";
  8426. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8427. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8428. 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";
  8429. 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";
  8430. 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}";
  8431. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8432. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8433. 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";
  8434. 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";
  8435. 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";
  8436. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8437. 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)";
  8438. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8439. 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)";
  8440. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8441. 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}";
  8442. 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";
  8443. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8444. 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";
  8445. 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";
  8446. 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";
  8447. 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";
  8448. 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";
  8449. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8450. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8451. 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";
  8452. 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";
  8453. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8454. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8455. 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";
  8456. 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";
  8457. 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";
  8458. 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;";
  8459. 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";
  8460. 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";
  8461. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8462. 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";
  8463. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8464. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8465. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8466. 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;";
  8467. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8468. 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";
  8469. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8470. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8471. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat 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";
  8472. 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";
  8473. 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";
  8474. 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}";
  8475. 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";
  8476. 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";
  8477. 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";
  8478. 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";
  8479. 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";
  8480. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8481. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8482. 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}";
  8483. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8484. 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";
  8485. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8486. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8487. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8488. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8489. 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";
  8490. 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}";
  8491. 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}";
  8492. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8493. 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}";
  8494. 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}";
  8495. 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}";
  8496. 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}";
  8497. 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}";
  8498. 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}";
  8499. 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}";
  8500. 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}";
  8501. 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}";
  8502. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8503. 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}";
  8504. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\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}";
  8505. 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}";
  8506. 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}";
  8507. 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}";
  8508. 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}";
  8509. 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}";
  8510. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8511. 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}";
  8512. 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}";
  8513. 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}";
  8514. 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}";
  8515. 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}";
  8516. 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}";
  8517. 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}";
  8518. 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}";
  8519. 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}";
  8520. 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}";
  8521. 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}";
  8522. var ShaderChunk = {
  8523. alphamap_fragment: alphamap_fragment,
  8524. alphamap_pars_fragment: alphamap_pars_fragment,
  8525. alphatest_fragment: alphatest_fragment,
  8526. aomap_fragment: aomap_fragment,
  8527. aomap_pars_fragment: aomap_pars_fragment,
  8528. begin_vertex: begin_vertex,
  8529. beginnormal_vertex: beginnormal_vertex,
  8530. bsdfs: bsdfs,
  8531. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8532. clipping_planes_fragment: clipping_planes_fragment,
  8533. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8534. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8535. clipping_planes_vertex: clipping_planes_vertex,
  8536. color_fragment: color_fragment,
  8537. color_pars_fragment: color_pars_fragment,
  8538. color_pars_vertex: color_pars_vertex,
  8539. color_vertex: color_vertex,
  8540. common: common,
  8541. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8542. defaultnormal_vertex: defaultnormal_vertex,
  8543. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8544. displacementmap_vertex: displacementmap_vertex,
  8545. emissivemap_fragment: emissivemap_fragment,
  8546. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8547. encodings_fragment: encodings_fragment,
  8548. encodings_pars_fragment: encodings_pars_fragment,
  8549. envmap_fragment: envmap_fragment,
  8550. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8551. envmap_pars_fragment: envmap_pars_fragment,
  8552. envmap_pars_vertex: envmap_pars_vertex,
  8553. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8554. envmap_vertex: envmap_vertex,
  8555. fog_vertex: fog_vertex,
  8556. fog_pars_vertex: fog_pars_vertex,
  8557. fog_fragment: fog_fragment,
  8558. fog_pars_fragment: fog_pars_fragment,
  8559. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8560. lightmap_fragment: lightmap_fragment,
  8561. lightmap_pars_fragment: lightmap_pars_fragment,
  8562. lights_lambert_vertex: lights_lambert_vertex,
  8563. lights_pars_begin: lights_pars_begin,
  8564. lights_toon_fragment: lights_toon_fragment,
  8565. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8566. lights_phong_fragment: lights_phong_fragment,
  8567. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8568. lights_physical_fragment: lights_physical_fragment,
  8569. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8570. lights_fragment_begin: lights_fragment_begin,
  8571. lights_fragment_maps: lights_fragment_maps,
  8572. lights_fragment_end: lights_fragment_end,
  8573. logdepthbuf_fragment: logdepthbuf_fragment,
  8574. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8575. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8576. logdepthbuf_vertex: logdepthbuf_vertex,
  8577. map_fragment: map_fragment,
  8578. map_pars_fragment: map_pars_fragment,
  8579. map_particle_fragment: map_particle_fragment,
  8580. map_particle_pars_fragment: map_particle_pars_fragment,
  8581. metalnessmap_fragment: metalnessmap_fragment,
  8582. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8583. morphnormal_vertex: morphnormal_vertex,
  8584. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8585. morphtarget_vertex: morphtarget_vertex,
  8586. normal_fragment_begin: normal_fragment_begin,
  8587. normal_fragment_maps: normal_fragment_maps,
  8588. normalmap_pars_fragment: normalmap_pars_fragment,
  8589. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8590. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8591. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8592. packing: packing,
  8593. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8594. project_vertex: project_vertex,
  8595. dithering_fragment: dithering_fragment,
  8596. dithering_pars_fragment: dithering_pars_fragment,
  8597. roughnessmap_fragment: roughnessmap_fragment,
  8598. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8599. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8600. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8601. shadowmap_vertex: shadowmap_vertex,
  8602. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8603. skinbase_vertex: skinbase_vertex,
  8604. skinning_pars_vertex: skinning_pars_vertex,
  8605. skinning_vertex: skinning_vertex,
  8606. skinnormal_vertex: skinnormal_vertex,
  8607. specularmap_fragment: specularmap_fragment,
  8608. specularmap_pars_fragment: specularmap_pars_fragment,
  8609. tonemapping_fragment: tonemapping_fragment,
  8610. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8611. uv_pars_fragment: uv_pars_fragment,
  8612. uv_pars_vertex: uv_pars_vertex,
  8613. uv_vertex: uv_vertex,
  8614. uv2_pars_fragment: uv2_pars_fragment,
  8615. uv2_pars_vertex: uv2_pars_vertex,
  8616. uv2_vertex: uv2_vertex,
  8617. worldpos_vertex: worldpos_vertex,
  8618. background_frag: background_frag,
  8619. background_vert: background_vert,
  8620. cube_frag: cube_frag,
  8621. cube_vert: cube_vert,
  8622. depth_frag: depth_frag,
  8623. depth_vert: depth_vert,
  8624. distanceRGBA_frag: distanceRGBA_frag,
  8625. distanceRGBA_vert: distanceRGBA_vert,
  8626. equirect_frag: equirect_frag,
  8627. equirect_vert: equirect_vert,
  8628. linedashed_frag: linedashed_frag,
  8629. linedashed_vert: linedashed_vert,
  8630. meshbasic_frag: meshbasic_frag,
  8631. meshbasic_vert: meshbasic_vert,
  8632. meshlambert_frag: meshlambert_frag,
  8633. meshlambert_vert: meshlambert_vert,
  8634. meshmatcap_frag: meshmatcap_frag,
  8635. meshmatcap_vert: meshmatcap_vert,
  8636. meshtoon_frag: meshtoon_frag,
  8637. meshtoon_vert: meshtoon_vert,
  8638. meshphong_frag: meshphong_frag,
  8639. meshphong_vert: meshphong_vert,
  8640. meshphysical_frag: meshphysical_frag,
  8641. meshphysical_vert: meshphysical_vert,
  8642. normal_frag: normal_frag,
  8643. normal_vert: normal_vert,
  8644. points_frag: points_frag,
  8645. points_vert: points_vert,
  8646. shadow_frag: shadow_frag,
  8647. shadow_vert: shadow_vert,
  8648. sprite_frag: sprite_frag,
  8649. sprite_vert: sprite_vert
  8650. };
  8651. /**
  8652. * Uniforms library for shared webgl shaders
  8653. */
  8654. var UniformsLib = {
  8655. common: {
  8656. diffuse: { value: new Color( 0xeeeeee ) },
  8657. opacity: { value: 1.0 },
  8658. map: { value: null },
  8659. uvTransform: { value: new Matrix3() },
  8660. uv2Transform: { value: new Matrix3() },
  8661. alphaMap: { value: null },
  8662. },
  8663. specularmap: {
  8664. specularMap: { value: null },
  8665. },
  8666. envmap: {
  8667. envMap: { value: null },
  8668. flipEnvMap: { value: - 1 },
  8669. reflectivity: { value: 1.0 },
  8670. refractionRatio: { value: 0.98 },
  8671. maxMipLevel: { value: 0 }
  8672. },
  8673. aomap: {
  8674. aoMap: { value: null },
  8675. aoMapIntensity: { value: 1 }
  8676. },
  8677. lightmap: {
  8678. lightMap: { value: null },
  8679. lightMapIntensity: { value: 1 }
  8680. },
  8681. emissivemap: {
  8682. emissiveMap: { value: null }
  8683. },
  8684. bumpmap: {
  8685. bumpMap: { value: null },
  8686. bumpScale: { value: 1 }
  8687. },
  8688. normalmap: {
  8689. normalMap: { value: null },
  8690. normalScale: { value: new Vector2( 1, 1 ) }
  8691. },
  8692. displacementmap: {
  8693. displacementMap: { value: null },
  8694. displacementScale: { value: 1 },
  8695. displacementBias: { value: 0 }
  8696. },
  8697. roughnessmap: {
  8698. roughnessMap: { value: null }
  8699. },
  8700. metalnessmap: {
  8701. metalnessMap: { value: null }
  8702. },
  8703. gradientmap: {
  8704. gradientMap: { value: null }
  8705. },
  8706. fog: {
  8707. fogDensity: { value: 0.00025 },
  8708. fogNear: { value: 1 },
  8709. fogFar: { value: 2000 },
  8710. fogColor: { value: new Color( 0xffffff ) }
  8711. },
  8712. lights: {
  8713. ambientLightColor: { value: [] },
  8714. lightProbe: { value: [] },
  8715. directionalLights: { value: [], properties: {
  8716. direction: {},
  8717. color: {},
  8718. shadow: {},
  8719. shadowBias: {},
  8720. shadowRadius: {},
  8721. shadowMapSize: {}
  8722. } },
  8723. directionalShadowMap: { value: [] },
  8724. directionalShadowMatrix: { value: [] },
  8725. spotLights: { value: [], properties: {
  8726. color: {},
  8727. position: {},
  8728. direction: {},
  8729. distance: {},
  8730. coneCos: {},
  8731. penumbraCos: {},
  8732. decay: {},
  8733. shadow: {},
  8734. shadowBias: {},
  8735. shadowRadius: {},
  8736. shadowMapSize: {}
  8737. } },
  8738. spotShadowMap: { value: [] },
  8739. spotShadowMatrix: { value: [] },
  8740. pointLights: { value: [], properties: {
  8741. color: {},
  8742. position: {},
  8743. decay: {},
  8744. distance: {},
  8745. shadow: {},
  8746. shadowBias: {},
  8747. shadowRadius: {},
  8748. shadowMapSize: {},
  8749. shadowCameraNear: {},
  8750. shadowCameraFar: {}
  8751. } },
  8752. pointShadowMap: { value: [] },
  8753. pointShadowMatrix: { value: [] },
  8754. hemisphereLights: { value: [], properties: {
  8755. direction: {},
  8756. skyColor: {},
  8757. groundColor: {}
  8758. } },
  8759. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8760. rectAreaLights: { value: [], properties: {
  8761. color: {},
  8762. position: {},
  8763. width: {},
  8764. height: {}
  8765. } }
  8766. },
  8767. points: {
  8768. diffuse: { value: new Color( 0xeeeeee ) },
  8769. opacity: { value: 1.0 },
  8770. size: { value: 1.0 },
  8771. scale: { value: 1.0 },
  8772. map: { value: null },
  8773. alphaMap: { value: null },
  8774. uvTransform: { value: new Matrix3() }
  8775. },
  8776. sprite: {
  8777. diffuse: { value: new Color( 0xeeeeee ) },
  8778. opacity: { value: 1.0 },
  8779. center: { value: new Vector2( 0.5, 0.5 ) },
  8780. rotation: { value: 0.0 },
  8781. map: { value: null },
  8782. alphaMap: { value: null },
  8783. uvTransform: { value: new Matrix3() }
  8784. }
  8785. };
  8786. /**
  8787. * @author alteredq / http://alteredqualia.com/
  8788. * @author mrdoob / http://mrdoob.com/
  8789. * @author mikael emtinger / http://gomo.se/
  8790. */
  8791. var ShaderLib = {
  8792. basic: {
  8793. uniforms: mergeUniforms( [
  8794. UniformsLib.common,
  8795. UniformsLib.specularmap,
  8796. UniformsLib.envmap,
  8797. UniformsLib.aomap,
  8798. UniformsLib.lightmap,
  8799. UniformsLib.fog
  8800. ] ),
  8801. vertexShader: ShaderChunk.meshbasic_vert,
  8802. fragmentShader: ShaderChunk.meshbasic_frag
  8803. },
  8804. lambert: {
  8805. uniforms: mergeUniforms( [
  8806. UniformsLib.common,
  8807. UniformsLib.specularmap,
  8808. UniformsLib.envmap,
  8809. UniformsLib.aomap,
  8810. UniformsLib.lightmap,
  8811. UniformsLib.emissivemap,
  8812. UniformsLib.fog,
  8813. UniformsLib.lights,
  8814. {
  8815. emissive: { value: new Color( 0x000000 ) }
  8816. }
  8817. ] ),
  8818. vertexShader: ShaderChunk.meshlambert_vert,
  8819. fragmentShader: ShaderChunk.meshlambert_frag
  8820. },
  8821. phong: {
  8822. uniforms: mergeUniforms( [
  8823. UniformsLib.common,
  8824. UniformsLib.specularmap,
  8825. UniformsLib.envmap,
  8826. UniformsLib.aomap,
  8827. UniformsLib.lightmap,
  8828. UniformsLib.emissivemap,
  8829. UniformsLib.bumpmap,
  8830. UniformsLib.normalmap,
  8831. UniformsLib.displacementmap,
  8832. UniformsLib.fog,
  8833. UniformsLib.lights,
  8834. {
  8835. emissive: { value: new Color( 0x000000 ) },
  8836. specular: { value: new Color( 0x111111 ) },
  8837. shininess: { value: 30 }
  8838. }
  8839. ] ),
  8840. vertexShader: ShaderChunk.meshphong_vert,
  8841. fragmentShader: ShaderChunk.meshphong_frag
  8842. },
  8843. standard: {
  8844. uniforms: mergeUniforms( [
  8845. UniformsLib.common,
  8846. UniformsLib.envmap,
  8847. UniformsLib.aomap,
  8848. UniformsLib.lightmap,
  8849. UniformsLib.emissivemap,
  8850. UniformsLib.bumpmap,
  8851. UniformsLib.normalmap,
  8852. UniformsLib.displacementmap,
  8853. UniformsLib.roughnessmap,
  8854. UniformsLib.metalnessmap,
  8855. UniformsLib.fog,
  8856. UniformsLib.lights,
  8857. {
  8858. emissive: { value: new Color( 0x000000 ) },
  8859. roughness: { value: 0.5 },
  8860. metalness: { value: 0.5 },
  8861. envMapIntensity: { value: 1 } // temporary
  8862. }
  8863. ] ),
  8864. vertexShader: ShaderChunk.meshphysical_vert,
  8865. fragmentShader: ShaderChunk.meshphysical_frag
  8866. },
  8867. toon: {
  8868. uniforms: mergeUniforms( [
  8869. UniformsLib.common,
  8870. UniformsLib.specularmap,
  8871. UniformsLib.aomap,
  8872. UniformsLib.lightmap,
  8873. UniformsLib.emissivemap,
  8874. UniformsLib.bumpmap,
  8875. UniformsLib.normalmap,
  8876. UniformsLib.displacementmap,
  8877. UniformsLib.gradientmap,
  8878. UniformsLib.fog,
  8879. UniformsLib.lights,
  8880. {
  8881. emissive: { value: new Color( 0x000000 ) },
  8882. specular: { value: new Color( 0x111111 ) },
  8883. shininess: { value: 30 }
  8884. }
  8885. ] ),
  8886. vertexShader: ShaderChunk.meshtoon_vert,
  8887. fragmentShader: ShaderChunk.meshtoon_frag
  8888. },
  8889. matcap: {
  8890. uniforms: mergeUniforms( [
  8891. UniformsLib.common,
  8892. UniformsLib.bumpmap,
  8893. UniformsLib.normalmap,
  8894. UniformsLib.displacementmap,
  8895. UniformsLib.fog,
  8896. {
  8897. matcap: { value: null }
  8898. }
  8899. ] ),
  8900. vertexShader: ShaderChunk.meshmatcap_vert,
  8901. fragmentShader: ShaderChunk.meshmatcap_frag
  8902. },
  8903. points: {
  8904. uniforms: mergeUniforms( [
  8905. UniformsLib.points,
  8906. UniformsLib.fog
  8907. ] ),
  8908. vertexShader: ShaderChunk.points_vert,
  8909. fragmentShader: ShaderChunk.points_frag
  8910. },
  8911. dashed: {
  8912. uniforms: mergeUniforms( [
  8913. UniformsLib.common,
  8914. UniformsLib.fog,
  8915. {
  8916. scale: { value: 1 },
  8917. dashSize: { value: 1 },
  8918. totalSize: { value: 2 }
  8919. }
  8920. ] ),
  8921. vertexShader: ShaderChunk.linedashed_vert,
  8922. fragmentShader: ShaderChunk.linedashed_frag
  8923. },
  8924. depth: {
  8925. uniforms: mergeUniforms( [
  8926. UniformsLib.common,
  8927. UniformsLib.displacementmap
  8928. ] ),
  8929. vertexShader: ShaderChunk.depth_vert,
  8930. fragmentShader: ShaderChunk.depth_frag
  8931. },
  8932. normal: {
  8933. uniforms: mergeUniforms( [
  8934. UniformsLib.common,
  8935. UniformsLib.bumpmap,
  8936. UniformsLib.normalmap,
  8937. UniformsLib.displacementmap,
  8938. {
  8939. opacity: { value: 1.0 }
  8940. }
  8941. ] ),
  8942. vertexShader: ShaderChunk.normal_vert,
  8943. fragmentShader: ShaderChunk.normal_frag
  8944. },
  8945. sprite: {
  8946. uniforms: mergeUniforms( [
  8947. UniformsLib.sprite,
  8948. UniformsLib.fog
  8949. ] ),
  8950. vertexShader: ShaderChunk.sprite_vert,
  8951. fragmentShader: ShaderChunk.sprite_frag
  8952. },
  8953. background: {
  8954. uniforms: {
  8955. uvTransform: { value: new Matrix3() },
  8956. t2D: { value: null },
  8957. },
  8958. vertexShader: ShaderChunk.background_vert,
  8959. fragmentShader: ShaderChunk.background_frag
  8960. },
  8961. /* -------------------------------------------------------------------------
  8962. // Cube map shader
  8963. ------------------------------------------------------------------------- */
  8964. cube: {
  8965. uniforms: mergeUniforms( [
  8966. UniformsLib.envmap,
  8967. {
  8968. opacity: { value: 1.0 }
  8969. }
  8970. ] ),
  8971. vertexShader: ShaderChunk.cube_vert,
  8972. fragmentShader: ShaderChunk.cube_frag
  8973. },
  8974. equirect: {
  8975. uniforms: {
  8976. tEquirect: { value: null },
  8977. },
  8978. vertexShader: ShaderChunk.equirect_vert,
  8979. fragmentShader: ShaderChunk.equirect_frag
  8980. },
  8981. distanceRGBA: {
  8982. uniforms: mergeUniforms( [
  8983. UniformsLib.common,
  8984. UniformsLib.displacementmap,
  8985. {
  8986. referencePosition: { value: new Vector3() },
  8987. nearDistance: { value: 1 },
  8988. farDistance: { value: 1000 }
  8989. }
  8990. ] ),
  8991. vertexShader: ShaderChunk.distanceRGBA_vert,
  8992. fragmentShader: ShaderChunk.distanceRGBA_frag
  8993. },
  8994. shadow: {
  8995. uniforms: mergeUniforms( [
  8996. UniformsLib.lights,
  8997. UniformsLib.fog,
  8998. {
  8999. color: { value: new Color( 0x00000 ) },
  9000. opacity: { value: 1.0 }
  9001. } ] ),
  9002. vertexShader: ShaderChunk.shadow_vert,
  9003. fragmentShader: ShaderChunk.shadow_frag
  9004. }
  9005. };
  9006. ShaderLib.physical = {
  9007. uniforms: mergeUniforms( [
  9008. ShaderLib.standard.uniforms,
  9009. {
  9010. transparency: { value: 0 },
  9011. clearcoat: { value: 0 },
  9012. clearcoatRoughness: { value: 0 },
  9013. sheen: { value: new Color( 0x000000 ) },
  9014. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9015. clearcoatNormalMap: { value: null },
  9016. }
  9017. ] ),
  9018. vertexShader: ShaderChunk.meshphysical_vert,
  9019. fragmentShader: ShaderChunk.meshphysical_frag
  9020. };
  9021. /**
  9022. * @author mrdoob / http://mrdoob.com/
  9023. */
  9024. function WebGLAnimation() {
  9025. var context = null;
  9026. var isAnimating = false;
  9027. var animationLoop = null;
  9028. function onAnimationFrame( time, frame ) {
  9029. if ( isAnimating === false ) { return; }
  9030. animationLoop( time, frame );
  9031. context.requestAnimationFrame( onAnimationFrame );
  9032. }
  9033. return {
  9034. start: function () {
  9035. if ( isAnimating === true ) { return; }
  9036. if ( animationLoop === null ) { return; }
  9037. context.requestAnimationFrame( onAnimationFrame );
  9038. isAnimating = true;
  9039. },
  9040. stop: function () {
  9041. isAnimating = false;
  9042. },
  9043. setAnimationLoop: function ( callback ) {
  9044. animationLoop = callback;
  9045. },
  9046. setContext: function ( value ) {
  9047. context = value;
  9048. }
  9049. };
  9050. }
  9051. /**
  9052. * @author mrdoob / http://mrdoob.com/
  9053. */
  9054. function WebGLAttributes( gl ) {
  9055. var buffers = new WeakMap();
  9056. function createBuffer( attribute, bufferType ) {
  9057. var array = attribute.array;
  9058. var usage = attribute.usage;
  9059. var buffer = gl.createBuffer();
  9060. gl.bindBuffer( bufferType, buffer );
  9061. gl.bufferData( bufferType, array, usage );
  9062. attribute.onUploadCallback();
  9063. var type = 5126;
  9064. if ( array instanceof Float32Array ) {
  9065. type = 5126;
  9066. } else if ( array instanceof Float64Array ) {
  9067. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9068. } else if ( array instanceof Uint16Array ) {
  9069. type = 5123;
  9070. } else if ( array instanceof Int16Array ) {
  9071. type = 5122;
  9072. } else if ( array instanceof Uint32Array ) {
  9073. type = 5125;
  9074. } else if ( array instanceof Int32Array ) {
  9075. type = 5124;
  9076. } else if ( array instanceof Int8Array ) {
  9077. type = 5120;
  9078. } else if ( array instanceof Uint8Array ) {
  9079. type = 5121;
  9080. }
  9081. return {
  9082. buffer: buffer,
  9083. type: type,
  9084. bytesPerElement: array.BYTES_PER_ELEMENT,
  9085. version: attribute.version
  9086. };
  9087. }
  9088. function updateBuffer( buffer, attribute, bufferType ) {
  9089. var array = attribute.array;
  9090. var updateRange = attribute.updateRange;
  9091. gl.bindBuffer( bufferType, buffer );
  9092. if ( updateRange.count === - 1 ) {
  9093. // Not using update ranges
  9094. gl.bufferSubData( bufferType, 0, array );
  9095. } else {
  9096. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9097. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9098. updateRange.count = - 1; // reset range
  9099. }
  9100. }
  9101. //
  9102. function get( attribute ) {
  9103. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9104. return buffers.get( attribute );
  9105. }
  9106. function remove( attribute ) {
  9107. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9108. var data = buffers.get( attribute );
  9109. if ( data ) {
  9110. gl.deleteBuffer( data.buffer );
  9111. buffers.delete( attribute );
  9112. }
  9113. }
  9114. function update( attribute, bufferType ) {
  9115. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9116. var data = buffers.get( attribute );
  9117. if ( data === undefined ) {
  9118. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9119. } else if ( data.version < attribute.version ) {
  9120. updateBuffer( data.buffer, attribute, bufferType );
  9121. data.version = attribute.version;
  9122. }
  9123. }
  9124. return {
  9125. get: get,
  9126. remove: remove,
  9127. update: update
  9128. };
  9129. }
  9130. /**
  9131. * @author mrdoob / http://mrdoob.com/
  9132. * @author Mugen87 / https://github.com/Mugen87
  9133. */
  9134. // PlaneGeometry
  9135. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9136. Geometry.call( this );
  9137. this.type = 'PlaneGeometry';
  9138. this.parameters = {
  9139. width: width,
  9140. height: height,
  9141. widthSegments: widthSegments,
  9142. heightSegments: heightSegments
  9143. };
  9144. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9145. this.mergeVertices();
  9146. }
  9147. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9148. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9149. // PlaneBufferGeometry
  9150. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9151. BufferGeometry.call( this );
  9152. this.type = 'PlaneBufferGeometry';
  9153. this.parameters = {
  9154. width: width,
  9155. height: height,
  9156. widthSegments: widthSegments,
  9157. heightSegments: heightSegments
  9158. };
  9159. width = width || 1;
  9160. height = height || 1;
  9161. var width_half = width / 2;
  9162. var height_half = height / 2;
  9163. var gridX = Math.floor( widthSegments ) || 1;
  9164. var gridY = Math.floor( heightSegments ) || 1;
  9165. var gridX1 = gridX + 1;
  9166. var gridY1 = gridY + 1;
  9167. var segment_width = width / gridX;
  9168. var segment_height = height / gridY;
  9169. var ix, iy;
  9170. // buffers
  9171. var indices = [];
  9172. var vertices = [];
  9173. var normals = [];
  9174. var uvs = [];
  9175. // generate vertices, normals and uvs
  9176. for ( iy = 0; iy < gridY1; iy ++ ) {
  9177. var y = iy * segment_height - height_half;
  9178. for ( ix = 0; ix < gridX1; ix ++ ) {
  9179. var x = ix * segment_width - width_half;
  9180. vertices.push( x, - y, 0 );
  9181. normals.push( 0, 0, 1 );
  9182. uvs.push( ix / gridX );
  9183. uvs.push( 1 - ( iy / gridY ) );
  9184. }
  9185. }
  9186. // indices
  9187. for ( iy = 0; iy < gridY; iy ++ ) {
  9188. for ( ix = 0; ix < gridX; ix ++ ) {
  9189. var a = ix + gridX1 * iy;
  9190. var b = ix + gridX1 * ( iy + 1 );
  9191. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9192. var d = ( ix + 1 ) + gridX1 * iy;
  9193. // faces
  9194. indices.push( a, b, d );
  9195. indices.push( b, c, d );
  9196. }
  9197. }
  9198. // build geometry
  9199. this.setIndex( indices );
  9200. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9201. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9202. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9203. }
  9204. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9205. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9206. /**
  9207. * @author mrdoob / http://mrdoob.com/
  9208. */
  9209. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9210. var clearColor = new Color( 0x000000 );
  9211. var clearAlpha = 0;
  9212. var planeMesh;
  9213. var boxMesh;
  9214. // Store the current background texture and its `version`
  9215. // so we can recompile the material accordingly.
  9216. var currentBackground = null;
  9217. var currentBackgroundVersion = 0;
  9218. function render( renderList, scene, camera, forceClear ) {
  9219. var background = scene.background;
  9220. // Ignore background in AR
  9221. // TODO: Reconsider this.
  9222. var xr = renderer.xr;
  9223. var session = xr.getSession && xr.getSession();
  9224. if ( session && session.environmentBlendMode === 'additive' ) {
  9225. background = null;
  9226. }
  9227. if ( background === null ) {
  9228. setClear( clearColor, clearAlpha );
  9229. currentBackground = null;
  9230. currentBackgroundVersion = 0;
  9231. } else if ( background && background.isColor ) {
  9232. setClear( background, 1 );
  9233. forceClear = true;
  9234. currentBackground = null;
  9235. currentBackgroundVersion = 0;
  9236. }
  9237. if ( renderer.autoClear || forceClear ) {
  9238. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9239. }
  9240. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube || background.mapping === CubeUVReflectionMapping ) ) {
  9241. if ( boxMesh === undefined ) {
  9242. boxMesh = new Mesh(
  9243. new BoxBufferGeometry( 1, 1, 1 ),
  9244. new ShaderMaterial( {
  9245. type: 'BackgroundCubeMaterial',
  9246. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9247. vertexShader: ShaderLib.cube.vertexShader,
  9248. fragmentShader: ShaderLib.cube.fragmentShader,
  9249. side: BackSide,
  9250. depthTest: false,
  9251. depthWrite: false,
  9252. fog: false
  9253. } )
  9254. );
  9255. boxMesh.geometry.deleteAttribute( 'normal' );
  9256. boxMesh.geometry.deleteAttribute( 'uv' );
  9257. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9258. this.matrixWorld.copyPosition( camera.matrixWorld );
  9259. };
  9260. // enable code injection for non-built-in material
  9261. Object.defineProperty( boxMesh.material, 'envMap', {
  9262. get: function () {
  9263. return this.uniforms.envMap.value;
  9264. }
  9265. } );
  9266. objects.update( boxMesh );
  9267. }
  9268. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9269. boxMesh.material.uniforms.envMap.value = texture;
  9270. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9271. if ( currentBackground !== background ||
  9272. currentBackgroundVersion !== texture.version ) {
  9273. boxMesh.material.needsUpdate = true;
  9274. currentBackground = background;
  9275. currentBackgroundVersion = texture.version;
  9276. }
  9277. // push to the pre-sorted opaque render list
  9278. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9279. } else if ( background && background.isTexture ) {
  9280. if ( planeMesh === undefined ) {
  9281. planeMesh = new Mesh(
  9282. new PlaneBufferGeometry( 2, 2 ),
  9283. new ShaderMaterial( {
  9284. type: 'BackgroundMaterial',
  9285. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9286. vertexShader: ShaderLib.background.vertexShader,
  9287. fragmentShader: ShaderLib.background.fragmentShader,
  9288. side: FrontSide,
  9289. depthTest: false,
  9290. depthWrite: false,
  9291. fog: false
  9292. } )
  9293. );
  9294. planeMesh.geometry.deleteAttribute( 'normal' );
  9295. // enable code injection for non-built-in material
  9296. Object.defineProperty( planeMesh.material, 'map', {
  9297. get: function () {
  9298. return this.uniforms.t2D.value;
  9299. }
  9300. } );
  9301. objects.update( planeMesh );
  9302. }
  9303. planeMesh.material.uniforms.t2D.value = background;
  9304. if ( background.matrixAutoUpdate === true ) {
  9305. background.updateMatrix();
  9306. }
  9307. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9308. if ( currentBackground !== background ||
  9309. currentBackgroundVersion !== background.version ) {
  9310. planeMesh.material.needsUpdate = true;
  9311. currentBackground = background;
  9312. currentBackgroundVersion = background.version;
  9313. }
  9314. // push to the pre-sorted opaque render list
  9315. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9316. }
  9317. }
  9318. function setClear( color, alpha ) {
  9319. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9320. }
  9321. return {
  9322. getClearColor: function () {
  9323. return clearColor;
  9324. },
  9325. setClearColor: function ( color, alpha ) {
  9326. clearColor.set( color );
  9327. clearAlpha = alpha !== undefined ? alpha : 1;
  9328. setClear( clearColor, clearAlpha );
  9329. },
  9330. getClearAlpha: function () {
  9331. return clearAlpha;
  9332. },
  9333. setClearAlpha: function ( alpha ) {
  9334. clearAlpha = alpha;
  9335. setClear( clearColor, clearAlpha );
  9336. },
  9337. render: render
  9338. };
  9339. }
  9340. /**
  9341. * @author mrdoob / http://mrdoob.com/
  9342. */
  9343. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9344. var isWebGL2 = capabilities.isWebGL2;
  9345. var mode;
  9346. function setMode( value ) {
  9347. mode = value;
  9348. }
  9349. function render( start, count ) {
  9350. gl.drawArrays( mode, start, count );
  9351. info.update( count, mode );
  9352. }
  9353. function renderInstances( geometry, start, count, primcount ) {
  9354. if ( primcount === 0 ) { return; }
  9355. var extension, methodName;
  9356. if ( isWebGL2 ) {
  9357. extension = gl;
  9358. methodName = 'drawArraysInstanced';
  9359. } else {
  9360. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9361. methodName = 'drawArraysInstancedANGLE';
  9362. if ( extension === null ) {
  9363. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9364. return;
  9365. }
  9366. }
  9367. extension[ methodName ]( mode, start, count, primcount );
  9368. info.update( count, mode, primcount );
  9369. }
  9370. //
  9371. this.setMode = setMode;
  9372. this.render = render;
  9373. this.renderInstances = renderInstances;
  9374. }
  9375. /**
  9376. * @author mrdoob / http://mrdoob.com/
  9377. */
  9378. function WebGLCapabilities( gl, extensions, parameters ) {
  9379. var maxAnisotropy;
  9380. function getMaxAnisotropy() {
  9381. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9382. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9383. if ( extension !== null ) {
  9384. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9385. } else {
  9386. maxAnisotropy = 0;
  9387. }
  9388. return maxAnisotropy;
  9389. }
  9390. function getMaxPrecision( precision ) {
  9391. if ( precision === 'highp' ) {
  9392. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9393. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9394. return 'highp';
  9395. }
  9396. precision = 'mediump';
  9397. }
  9398. if ( precision === 'mediump' ) {
  9399. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9400. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9401. return 'mediump';
  9402. }
  9403. }
  9404. return 'lowp';
  9405. }
  9406. /* eslint-disable no-undef */
  9407. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9408. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9409. /* eslint-enable no-undef */
  9410. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9411. var maxPrecision = getMaxPrecision( precision );
  9412. if ( maxPrecision !== precision ) {
  9413. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9414. precision = maxPrecision;
  9415. }
  9416. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9417. var maxTextures = gl.getParameter( 34930 );
  9418. var maxVertexTextures = gl.getParameter( 35660 );
  9419. var maxTextureSize = gl.getParameter( 3379 );
  9420. var maxCubemapSize = gl.getParameter( 34076 );
  9421. var maxAttributes = gl.getParameter( 34921 );
  9422. var maxVertexUniforms = gl.getParameter( 36347 );
  9423. var maxVaryings = gl.getParameter( 36348 );
  9424. var maxFragmentUniforms = gl.getParameter( 36349 );
  9425. var vertexTextures = maxVertexTextures > 0;
  9426. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9427. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9428. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9429. return {
  9430. isWebGL2: isWebGL2,
  9431. getMaxAnisotropy: getMaxAnisotropy,
  9432. getMaxPrecision: getMaxPrecision,
  9433. precision: precision,
  9434. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9435. maxTextures: maxTextures,
  9436. maxVertexTextures: maxVertexTextures,
  9437. maxTextureSize: maxTextureSize,
  9438. maxCubemapSize: maxCubemapSize,
  9439. maxAttributes: maxAttributes,
  9440. maxVertexUniforms: maxVertexUniforms,
  9441. maxVaryings: maxVaryings,
  9442. maxFragmentUniforms: maxFragmentUniforms,
  9443. vertexTextures: vertexTextures,
  9444. floatFragmentTextures: floatFragmentTextures,
  9445. floatVertexTextures: floatVertexTextures,
  9446. maxSamples: maxSamples
  9447. };
  9448. }
  9449. /**
  9450. * @author tschw
  9451. */
  9452. function WebGLClipping() {
  9453. var scope = this,
  9454. globalState = null,
  9455. numGlobalPlanes = 0,
  9456. localClippingEnabled = false,
  9457. renderingShadows = false,
  9458. plane = new Plane(),
  9459. viewNormalMatrix = new Matrix3(),
  9460. uniform = { value: null, needsUpdate: false };
  9461. this.uniform = uniform;
  9462. this.numPlanes = 0;
  9463. this.numIntersection = 0;
  9464. this.init = function ( planes, enableLocalClipping, camera ) {
  9465. var enabled =
  9466. planes.length !== 0 ||
  9467. enableLocalClipping ||
  9468. // enable state of previous frame - the clipping code has to
  9469. // run another frame in order to reset the state:
  9470. numGlobalPlanes !== 0 ||
  9471. localClippingEnabled;
  9472. localClippingEnabled = enableLocalClipping;
  9473. globalState = projectPlanes( planes, camera, 0 );
  9474. numGlobalPlanes = planes.length;
  9475. return enabled;
  9476. };
  9477. this.beginShadows = function () {
  9478. renderingShadows = true;
  9479. projectPlanes( null );
  9480. };
  9481. this.endShadows = function () {
  9482. renderingShadows = false;
  9483. resetGlobalState();
  9484. };
  9485. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9486. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9487. // there's no local clipping
  9488. if ( renderingShadows ) {
  9489. // there's no global clipping
  9490. projectPlanes( null );
  9491. } else {
  9492. resetGlobalState();
  9493. }
  9494. } else {
  9495. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9496. lGlobal = nGlobal * 4,
  9497. dstArray = cache.clippingState || null;
  9498. uniform.value = dstArray; // ensure unique state
  9499. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9500. for ( var i = 0; i !== lGlobal; ++ i ) {
  9501. dstArray[ i ] = globalState[ i ];
  9502. }
  9503. cache.clippingState = dstArray;
  9504. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9505. this.numPlanes += nGlobal;
  9506. }
  9507. };
  9508. function resetGlobalState() {
  9509. if ( uniform.value !== globalState ) {
  9510. uniform.value = globalState;
  9511. uniform.needsUpdate = numGlobalPlanes > 0;
  9512. }
  9513. scope.numPlanes = numGlobalPlanes;
  9514. scope.numIntersection = 0;
  9515. }
  9516. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9517. var nPlanes = planes !== null ? planes.length : 0,
  9518. dstArray = null;
  9519. if ( nPlanes !== 0 ) {
  9520. dstArray = uniform.value;
  9521. if ( skipTransform !== true || dstArray === null ) {
  9522. var flatSize = dstOffset + nPlanes * 4,
  9523. viewMatrix = camera.matrixWorldInverse;
  9524. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9525. if ( dstArray === null || dstArray.length < flatSize ) {
  9526. dstArray = new Float32Array( flatSize );
  9527. }
  9528. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9529. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9530. plane.normal.toArray( dstArray, i4 );
  9531. dstArray[ i4 + 3 ] = plane.constant;
  9532. }
  9533. }
  9534. uniform.value = dstArray;
  9535. uniform.needsUpdate = true;
  9536. }
  9537. scope.numPlanes = nPlanes;
  9538. return dstArray;
  9539. }
  9540. }
  9541. /**
  9542. * @author mrdoob / http://mrdoob.com/
  9543. */
  9544. function WebGLExtensions( gl ) {
  9545. var extensions = {};
  9546. return {
  9547. get: function ( name ) {
  9548. if ( extensions[ name ] !== undefined ) {
  9549. return extensions[ name ];
  9550. }
  9551. var extension;
  9552. switch ( name ) {
  9553. case 'WEBGL_depth_texture':
  9554. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9555. break;
  9556. case 'EXT_texture_filter_anisotropic':
  9557. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9558. break;
  9559. case 'WEBGL_compressed_texture_s3tc':
  9560. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9561. break;
  9562. case 'WEBGL_compressed_texture_pvrtc':
  9563. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9564. break;
  9565. default:
  9566. extension = gl.getExtension( name );
  9567. }
  9568. if ( extension === null ) {
  9569. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9570. }
  9571. extensions[ name ] = extension;
  9572. return extension;
  9573. }
  9574. };
  9575. }
  9576. /**
  9577. * @author mrdoob / http://mrdoob.com/
  9578. */
  9579. function WebGLGeometries( gl, attributes, info ) {
  9580. var geometries = new WeakMap();
  9581. var wireframeAttributes = new WeakMap();
  9582. function onGeometryDispose( event ) {
  9583. var geometry = event.target;
  9584. var buffergeometry = geometries.get( geometry );
  9585. if ( buffergeometry.index !== null ) {
  9586. attributes.remove( buffergeometry.index );
  9587. }
  9588. for ( var name in buffergeometry.attributes ) {
  9589. attributes.remove( buffergeometry.attributes[ name ] );
  9590. }
  9591. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9592. geometries.delete( geometry );
  9593. var attribute = wireframeAttributes.get( buffergeometry );
  9594. if ( attribute ) {
  9595. attributes.remove( attribute );
  9596. wireframeAttributes.delete( buffergeometry );
  9597. }
  9598. //
  9599. info.memory.geometries --;
  9600. }
  9601. function get( object, geometry ) {
  9602. var buffergeometry = geometries.get( geometry );
  9603. if ( buffergeometry ) { return buffergeometry; }
  9604. geometry.addEventListener( 'dispose', onGeometryDispose );
  9605. if ( geometry.isBufferGeometry ) {
  9606. buffergeometry = geometry;
  9607. } else if ( geometry.isGeometry ) {
  9608. if ( geometry._bufferGeometry === undefined ) {
  9609. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9610. }
  9611. buffergeometry = geometry._bufferGeometry;
  9612. }
  9613. geometries.set( geometry, buffergeometry );
  9614. info.memory.geometries ++;
  9615. return buffergeometry;
  9616. }
  9617. function update( geometry ) {
  9618. var index = geometry.index;
  9619. var geometryAttributes = geometry.attributes;
  9620. if ( index !== null ) {
  9621. attributes.update( index, 34963 );
  9622. }
  9623. for ( var name in geometryAttributes ) {
  9624. attributes.update( geometryAttributes[ name ], 34962 );
  9625. }
  9626. // morph targets
  9627. var morphAttributes = geometry.morphAttributes;
  9628. for ( var name in morphAttributes ) {
  9629. var array = morphAttributes[ name ];
  9630. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9631. attributes.update( array[ i ], 34962 );
  9632. }
  9633. }
  9634. }
  9635. function updateWireframeAttribute( geometry ) {
  9636. var indices = [];
  9637. var geometryIndex = geometry.index;
  9638. var geometryPosition = geometry.attributes.position;
  9639. var version = 0;
  9640. if ( geometryIndex !== null ) {
  9641. var array = geometryIndex.array;
  9642. version = geometryIndex.version;
  9643. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9644. var a = array[ i + 0 ];
  9645. var b = array[ i + 1 ];
  9646. var c = array[ i + 2 ];
  9647. indices.push( a, b, b, c, c, a );
  9648. }
  9649. } else {
  9650. var array = geometryPosition.array;
  9651. version = geometryPosition.version;
  9652. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9653. var a = i + 0;
  9654. var b = i + 1;
  9655. var c = i + 2;
  9656. indices.push( a, b, b, c, c, a );
  9657. }
  9658. }
  9659. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9660. attribute.version = version;
  9661. attributes.update( attribute, 34963 );
  9662. //
  9663. var previousAttribute = wireframeAttributes.get( geometry );
  9664. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9665. //
  9666. wireframeAttributes.set( geometry, attribute );
  9667. }
  9668. function getWireframeAttribute( geometry ) {
  9669. var currentAttribute = wireframeAttributes.get( geometry );
  9670. if ( currentAttribute ) {
  9671. var geometryIndex = geometry.index;
  9672. if ( geometryIndex !== null ) {
  9673. // if the attribute is obsolete, create a new one
  9674. if ( currentAttribute.version < geometryIndex.version ) {
  9675. updateWireframeAttribute( geometry );
  9676. }
  9677. }
  9678. } else {
  9679. updateWireframeAttribute( geometry );
  9680. }
  9681. return wireframeAttributes.get( geometry );
  9682. }
  9683. return {
  9684. get: get,
  9685. update: update,
  9686. getWireframeAttribute: getWireframeAttribute
  9687. };
  9688. }
  9689. /**
  9690. * @author mrdoob / http://mrdoob.com/
  9691. */
  9692. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9693. var isWebGL2 = capabilities.isWebGL2;
  9694. var mode;
  9695. function setMode( value ) {
  9696. mode = value;
  9697. }
  9698. var type, bytesPerElement;
  9699. function setIndex( value ) {
  9700. type = value.type;
  9701. bytesPerElement = value.bytesPerElement;
  9702. }
  9703. function render( start, count ) {
  9704. gl.drawElements( mode, count, type, start * bytesPerElement );
  9705. info.update( count, mode );
  9706. }
  9707. function renderInstances( geometry, start, count, primcount ) {
  9708. if ( primcount === 0 ) { return; }
  9709. var extension, methodName;
  9710. if ( isWebGL2 ) {
  9711. extension = gl;
  9712. methodName = 'drawElementsInstanced';
  9713. } else {
  9714. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9715. methodName = 'drawElementsInstancedANGLE';
  9716. if ( extension === null ) {
  9717. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9718. return;
  9719. }
  9720. }
  9721. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9722. info.update( count, mode, primcount );
  9723. }
  9724. //
  9725. this.setMode = setMode;
  9726. this.setIndex = setIndex;
  9727. this.render = render;
  9728. this.renderInstances = renderInstances;
  9729. }
  9730. /**
  9731. * @author Mugen87 / https://github.com/Mugen87
  9732. */
  9733. function WebGLInfo( gl ) {
  9734. var memory = {
  9735. geometries: 0,
  9736. textures: 0
  9737. };
  9738. var render = {
  9739. frame: 0,
  9740. calls: 0,
  9741. triangles: 0,
  9742. points: 0,
  9743. lines: 0
  9744. };
  9745. function update( count, mode, instanceCount ) {
  9746. instanceCount = instanceCount || 1;
  9747. render.calls ++;
  9748. switch ( mode ) {
  9749. case 4:
  9750. render.triangles += instanceCount * ( count / 3 );
  9751. break;
  9752. case 1:
  9753. render.lines += instanceCount * ( count / 2 );
  9754. break;
  9755. case 3:
  9756. render.lines += instanceCount * ( count - 1 );
  9757. break;
  9758. case 2:
  9759. render.lines += instanceCount * count;
  9760. break;
  9761. case 0:
  9762. render.points += instanceCount * count;
  9763. break;
  9764. default:
  9765. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9766. break;
  9767. }
  9768. }
  9769. function reset() {
  9770. render.frame ++;
  9771. render.calls = 0;
  9772. render.triangles = 0;
  9773. render.points = 0;
  9774. render.lines = 0;
  9775. }
  9776. return {
  9777. memory: memory,
  9778. render: render,
  9779. programs: null,
  9780. autoReset: true,
  9781. reset: reset,
  9782. update: update
  9783. };
  9784. }
  9785. /**
  9786. * @author mrdoob / http://mrdoob.com/
  9787. */
  9788. function absNumericalSort( a, b ) {
  9789. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9790. }
  9791. function WebGLMorphtargets( gl ) {
  9792. var influencesList = {};
  9793. var morphInfluences = new Float32Array( 8 );
  9794. function update( object, geometry, material, program ) {
  9795. var objectInfluences = object.morphTargetInfluences;
  9796. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9797. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9798. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9799. var influences = influencesList[ geometry.id ];
  9800. if ( influences === undefined ) {
  9801. // initialise list
  9802. influences = [];
  9803. for ( var i = 0; i < length; i ++ ) {
  9804. influences[ i ] = [ i, 0 ];
  9805. }
  9806. influencesList[ geometry.id ] = influences;
  9807. }
  9808. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9809. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9810. // Remove current morphAttributes
  9811. for ( var i = 0; i < length; i ++ ) {
  9812. var influence = influences[ i ];
  9813. if ( influence[ 1 ] !== 0 ) {
  9814. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9815. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9816. }
  9817. }
  9818. // Collect influences
  9819. for ( var i = 0; i < length; i ++ ) {
  9820. var influence = influences[ i ];
  9821. influence[ 0 ] = i;
  9822. influence[ 1 ] = objectInfluences[ i ];
  9823. }
  9824. influences.sort( absNumericalSort );
  9825. // Add morphAttributes
  9826. var morphInfluencesSum = 0;
  9827. for ( var i = 0; i < 8; i ++ ) {
  9828. var influence = influences[ i ];
  9829. if ( influence ) {
  9830. var index = influence[ 0 ];
  9831. var value = influence[ 1 ];
  9832. if ( value ) {
  9833. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9834. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9835. morphInfluences[ i ] = value;
  9836. morphInfluencesSum += value;
  9837. continue;
  9838. }
  9839. }
  9840. morphInfluences[ i ] = 0;
  9841. }
  9842. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9843. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9844. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9845. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9846. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9847. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9848. }
  9849. return {
  9850. update: update
  9851. };
  9852. }
  9853. /**
  9854. * @author mrdoob / http://mrdoob.com/
  9855. */
  9856. function WebGLObjects( gl, geometries, attributes, info ) {
  9857. var updateList = {};
  9858. function update( object ) {
  9859. var frame = info.render.frame;
  9860. var geometry = object.geometry;
  9861. var buffergeometry = geometries.get( object, geometry );
  9862. // Update once per frame
  9863. if ( updateList[ buffergeometry.id ] !== frame ) {
  9864. if ( geometry.isGeometry ) {
  9865. buffergeometry.updateFromObject( object );
  9866. }
  9867. geometries.update( buffergeometry );
  9868. updateList[ buffergeometry.id ] = frame;
  9869. }
  9870. if ( object.isInstancedMesh ) {
  9871. attributes.update( object.instanceMatrix, 34962 );
  9872. }
  9873. return buffergeometry;
  9874. }
  9875. function dispose() {
  9876. updateList = {};
  9877. }
  9878. return {
  9879. update: update,
  9880. dispose: dispose
  9881. };
  9882. }
  9883. /**
  9884. * @author mrdoob / http://mrdoob.com/
  9885. */
  9886. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9887. images = images !== undefined ? images : [];
  9888. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9889. format = format !== undefined ? format : RGBFormat;
  9890. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9891. this.flipY = false;
  9892. }
  9893. CubeTexture.prototype = Object.create( Texture.prototype );
  9894. CubeTexture.prototype.constructor = CubeTexture;
  9895. CubeTexture.prototype.isCubeTexture = true;
  9896. Object.defineProperty( CubeTexture.prototype, 'images', {
  9897. get: function () {
  9898. return this.image;
  9899. },
  9900. set: function ( value ) {
  9901. this.image = value;
  9902. }
  9903. } );
  9904. /**
  9905. * @author Takahiro https://github.com/takahirox
  9906. */
  9907. function DataTexture2DArray( data, width, height, depth ) {
  9908. Texture.call( this, null );
  9909. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9910. this.magFilter = NearestFilter;
  9911. this.minFilter = NearestFilter;
  9912. this.wrapR = ClampToEdgeWrapping;
  9913. this.generateMipmaps = false;
  9914. this.flipY = false;
  9915. this.needsUpdate = true;
  9916. }
  9917. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9918. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9919. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9920. /**
  9921. * @author Artur Trzesiok
  9922. */
  9923. function DataTexture3D( data, width, height, depth ) {
  9924. // We're going to add .setXXX() methods for setting properties later.
  9925. // Users can still set in DataTexture3D directly.
  9926. //
  9927. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9928. // texture.anisotropy = 16;
  9929. //
  9930. // See #14839
  9931. Texture.call( this, null );
  9932. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9933. this.magFilter = NearestFilter;
  9934. this.minFilter = NearestFilter;
  9935. this.wrapR = ClampToEdgeWrapping;
  9936. this.generateMipmaps = false;
  9937. this.flipY = false;
  9938. this.needsUpdate = true;
  9939. }
  9940. DataTexture3D.prototype = Object.create( Texture.prototype );
  9941. DataTexture3D.prototype.constructor = DataTexture3D;
  9942. DataTexture3D.prototype.isDataTexture3D = true;
  9943. /**
  9944. * @author tschw
  9945. * @author Mugen87 / https://github.com/Mugen87
  9946. * @author mrdoob / http://mrdoob.com/
  9947. *
  9948. * Uniforms of a program.
  9949. * Those form a tree structure with a special top-level container for the root,
  9950. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9951. *
  9952. *
  9953. * Properties of inner nodes including the top-level container:
  9954. *
  9955. * .seq - array of nested uniforms
  9956. * .map - nested uniforms by name
  9957. *
  9958. *
  9959. * Methods of all nodes except the top-level container:
  9960. *
  9961. * .setValue( gl, value, [textures] )
  9962. *
  9963. * uploads a uniform value(s)
  9964. * the 'textures' parameter is needed for sampler uniforms
  9965. *
  9966. *
  9967. * Static methods of the top-level container (textures factorizations):
  9968. *
  9969. * .upload( gl, seq, values, textures )
  9970. *
  9971. * sets uniforms in 'seq' to 'values[id].value'
  9972. *
  9973. * .seqWithValue( seq, values ) : filteredSeq
  9974. *
  9975. * filters 'seq' entries with corresponding entry in values
  9976. *
  9977. *
  9978. * Methods of the top-level container (textures factorizations):
  9979. *
  9980. * .setValue( gl, name, value, textures )
  9981. *
  9982. * sets uniform with name 'name' to 'value'
  9983. *
  9984. * .setOptional( gl, obj, prop )
  9985. *
  9986. * like .set for an optional property of the object
  9987. *
  9988. */
  9989. var emptyTexture = new Texture();
  9990. var emptyTexture2dArray = new DataTexture2DArray();
  9991. var emptyTexture3d = new DataTexture3D();
  9992. var emptyCubeTexture = new CubeTexture();
  9993. // --- Utilities ---
  9994. // Array Caches (provide typed arrays for temporary by size)
  9995. var arrayCacheF32 = [];
  9996. var arrayCacheI32 = [];
  9997. // Float32Array caches used for uploading Matrix uniforms
  9998. var mat4array = new Float32Array( 16 );
  9999. var mat3array = new Float32Array( 9 );
  10000. var mat2array = new Float32Array( 4 );
  10001. // Flattening for arrays of vectors and matrices
  10002. function flatten( array, nBlocks, blockSize ) {
  10003. var firstElem = array[ 0 ];
  10004. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10005. // unoptimized: ! isNaN( firstElem )
  10006. // see http://jacksondunstan.com/articles/983
  10007. var n = nBlocks * blockSize,
  10008. r = arrayCacheF32[ n ];
  10009. if ( r === undefined ) {
  10010. r = new Float32Array( n );
  10011. arrayCacheF32[ n ] = r;
  10012. }
  10013. if ( nBlocks !== 0 ) {
  10014. firstElem.toArray( r, 0 );
  10015. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10016. offset += blockSize;
  10017. array[ i ].toArray( r, offset );
  10018. }
  10019. }
  10020. return r;
  10021. }
  10022. function arraysEqual( a, b ) {
  10023. if ( a.length !== b.length ) { return false; }
  10024. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10025. if ( a[ i ] !== b[ i ] ) { return false; }
  10026. }
  10027. return true;
  10028. }
  10029. function copyArray( a, b ) {
  10030. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10031. a[ i ] = b[ i ];
  10032. }
  10033. }
  10034. // Texture unit allocation
  10035. function allocTexUnits( textures, n ) {
  10036. var r = arrayCacheI32[ n ];
  10037. if ( r === undefined ) {
  10038. r = new Int32Array( n );
  10039. arrayCacheI32[ n ] = r;
  10040. }
  10041. for ( var i = 0; i !== n; ++ i )
  10042. { r[ i ] = textures.allocateTextureUnit(); }
  10043. return r;
  10044. }
  10045. // --- Setters ---
  10046. // Note: Defining these methods externally, because they come in a bunch
  10047. // and this way their names minify.
  10048. // Single scalar
  10049. function setValueV1f( gl, v ) {
  10050. var cache = this.cache;
  10051. if ( cache[ 0 ] === v ) { return; }
  10052. gl.uniform1f( this.addr, v );
  10053. cache[ 0 ] = v;
  10054. }
  10055. // Single float vector (from flat array or THREE.VectorN)
  10056. function setValueV2f( gl, v ) {
  10057. var cache = this.cache;
  10058. if ( v.x !== undefined ) {
  10059. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10060. gl.uniform2f( this.addr, v.x, v.y );
  10061. cache[ 0 ] = v.x;
  10062. cache[ 1 ] = v.y;
  10063. }
  10064. } else {
  10065. if ( arraysEqual( cache, v ) ) { return; }
  10066. gl.uniform2fv( this.addr, v );
  10067. copyArray( cache, v );
  10068. }
  10069. }
  10070. function setValueV3f( gl, v ) {
  10071. var cache = this.cache;
  10072. if ( v.x !== undefined ) {
  10073. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10074. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10075. cache[ 0 ] = v.x;
  10076. cache[ 1 ] = v.y;
  10077. cache[ 2 ] = v.z;
  10078. }
  10079. } else if ( v.r !== undefined ) {
  10080. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10081. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10082. cache[ 0 ] = v.r;
  10083. cache[ 1 ] = v.g;
  10084. cache[ 2 ] = v.b;
  10085. }
  10086. } else {
  10087. if ( arraysEqual( cache, v ) ) { return; }
  10088. gl.uniform3fv( this.addr, v );
  10089. copyArray( cache, v );
  10090. }
  10091. }
  10092. function setValueV4f( gl, v ) {
  10093. var cache = this.cache;
  10094. if ( v.x !== undefined ) {
  10095. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10096. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10097. cache[ 0 ] = v.x;
  10098. cache[ 1 ] = v.y;
  10099. cache[ 2 ] = v.z;
  10100. cache[ 3 ] = v.w;
  10101. }
  10102. } else {
  10103. if ( arraysEqual( cache, v ) ) { return; }
  10104. gl.uniform4fv( this.addr, v );
  10105. copyArray( cache, v );
  10106. }
  10107. }
  10108. // Single matrix (from flat array or MatrixN)
  10109. function setValueM2( gl, v ) {
  10110. var cache = this.cache;
  10111. var elements = v.elements;
  10112. if ( elements === undefined ) {
  10113. if ( arraysEqual( cache, v ) ) { return; }
  10114. gl.uniformMatrix2fv( this.addr, false, v );
  10115. copyArray( cache, v );
  10116. } else {
  10117. if ( arraysEqual( cache, elements ) ) { return; }
  10118. mat2array.set( elements );
  10119. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10120. copyArray( cache, elements );
  10121. }
  10122. }
  10123. function setValueM3( gl, v ) {
  10124. var cache = this.cache;
  10125. var elements = v.elements;
  10126. if ( elements === undefined ) {
  10127. if ( arraysEqual( cache, v ) ) { return; }
  10128. gl.uniformMatrix3fv( this.addr, false, v );
  10129. copyArray( cache, v );
  10130. } else {
  10131. if ( arraysEqual( cache, elements ) ) { return; }
  10132. mat3array.set( elements );
  10133. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10134. copyArray( cache, elements );
  10135. }
  10136. }
  10137. function setValueM4( gl, v ) {
  10138. var cache = this.cache;
  10139. var elements = v.elements;
  10140. if ( elements === undefined ) {
  10141. if ( arraysEqual( cache, v ) ) { return; }
  10142. gl.uniformMatrix4fv( this.addr, false, v );
  10143. copyArray( cache, v );
  10144. } else {
  10145. if ( arraysEqual( cache, elements ) ) { return; }
  10146. mat4array.set( elements );
  10147. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10148. copyArray( cache, elements );
  10149. }
  10150. }
  10151. // Single texture (2D / Cube)
  10152. function setValueT1( gl, v, textures ) {
  10153. var cache = this.cache;
  10154. var unit = textures.allocateTextureUnit();
  10155. if ( cache[ 0 ] !== unit ) {
  10156. gl.uniform1i( this.addr, unit );
  10157. cache[ 0 ] = unit;
  10158. }
  10159. textures.safeSetTexture2D( v || emptyTexture, unit );
  10160. }
  10161. function setValueT2DArray1( gl, v, textures ) {
  10162. var cache = this.cache;
  10163. var unit = textures.allocateTextureUnit();
  10164. if ( cache[ 0 ] !== unit ) {
  10165. gl.uniform1i( this.addr, unit );
  10166. cache[ 0 ] = unit;
  10167. }
  10168. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10169. }
  10170. function setValueT3D1( gl, v, textures ) {
  10171. var cache = this.cache;
  10172. var unit = textures.allocateTextureUnit();
  10173. if ( cache[ 0 ] !== unit ) {
  10174. gl.uniform1i( this.addr, unit );
  10175. cache[ 0 ] = unit;
  10176. }
  10177. textures.setTexture3D( v || emptyTexture3d, unit );
  10178. }
  10179. function setValueT6( gl, v, textures ) {
  10180. var cache = this.cache;
  10181. var unit = textures.allocateTextureUnit();
  10182. if ( cache[ 0 ] !== unit ) {
  10183. gl.uniform1i( this.addr, unit );
  10184. cache[ 0 ] = unit;
  10185. }
  10186. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10187. }
  10188. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10189. function setValueV1i( gl, v ) {
  10190. var cache = this.cache;
  10191. if ( cache[ 0 ] === v ) { return; }
  10192. gl.uniform1i( this.addr, v );
  10193. cache[ 0 ] = v;
  10194. }
  10195. function setValueV2i( gl, v ) {
  10196. var cache = this.cache;
  10197. if ( arraysEqual( cache, v ) ) { return; }
  10198. gl.uniform2iv( this.addr, v );
  10199. copyArray( cache, v );
  10200. }
  10201. function setValueV3i( gl, v ) {
  10202. var cache = this.cache;
  10203. if ( arraysEqual( cache, v ) ) { return; }
  10204. gl.uniform3iv( this.addr, v );
  10205. copyArray( cache, v );
  10206. }
  10207. function setValueV4i( gl, v ) {
  10208. var cache = this.cache;
  10209. if ( arraysEqual( cache, v ) ) { return; }
  10210. gl.uniform4iv( this.addr, v );
  10211. copyArray( cache, v );
  10212. }
  10213. // Helper to pick the right setter for the singular case
  10214. function getSingularSetter( type ) {
  10215. switch ( type ) {
  10216. case 0x1406: return setValueV1f; // FLOAT
  10217. case 0x8b50: return setValueV2f; // _VEC2
  10218. case 0x8b51: return setValueV3f; // _VEC3
  10219. case 0x8b52: return setValueV4f; // _VEC4
  10220. case 0x8b5a: return setValueM2; // _MAT2
  10221. case 0x8b5b: return setValueM3; // _MAT3
  10222. case 0x8b5c: return setValueM4; // _MAT4
  10223. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10224. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10225. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10226. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10227. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10228. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10229. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10230. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10231. }
  10232. }
  10233. // Array of scalars
  10234. function setValueV1fArray( gl, v ) {
  10235. gl.uniform1fv( this.addr, v );
  10236. }
  10237. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10238. function setValueV1iArray( gl, v ) {
  10239. gl.uniform1iv( this.addr, v );
  10240. }
  10241. function setValueV2iArray( gl, v ) {
  10242. gl.uniform2iv( this.addr, v );
  10243. }
  10244. function setValueV3iArray( gl, v ) {
  10245. gl.uniform3iv( this.addr, v );
  10246. }
  10247. function setValueV4iArray( gl, v ) {
  10248. gl.uniform4iv( this.addr, v );
  10249. }
  10250. // Array of vectors (flat or from THREE classes)
  10251. function setValueV2fArray( gl, v ) {
  10252. var data = flatten( v, this.size, 2 );
  10253. gl.uniform2fv( this.addr, data );
  10254. }
  10255. function setValueV3fArray( gl, v ) {
  10256. var data = flatten( v, this.size, 3 );
  10257. gl.uniform3fv( this.addr, data );
  10258. }
  10259. function setValueV4fArray( gl, v ) {
  10260. var data = flatten( v, this.size, 4 );
  10261. gl.uniform4fv( this.addr, data );
  10262. }
  10263. // Array of matrices (flat or from THREE clases)
  10264. function setValueM2Array( gl, v ) {
  10265. var data = flatten( v, this.size, 4 );
  10266. gl.uniformMatrix2fv( this.addr, false, data );
  10267. }
  10268. function setValueM3Array( gl, v ) {
  10269. var data = flatten( v, this.size, 9 );
  10270. gl.uniformMatrix3fv( this.addr, false, data );
  10271. }
  10272. function setValueM4Array( gl, v ) {
  10273. var data = flatten( v, this.size, 16 );
  10274. gl.uniformMatrix4fv( this.addr, false, data );
  10275. }
  10276. // Array of textures (2D / Cube)
  10277. function setValueT1Array( gl, v, textures ) {
  10278. var n = v.length;
  10279. var units = allocTexUnits( textures, n );
  10280. gl.uniform1iv( this.addr, units );
  10281. for ( var i = 0; i !== n; ++ i ) {
  10282. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10283. }
  10284. }
  10285. function setValueT6Array( gl, v, textures ) {
  10286. var n = v.length;
  10287. var units = allocTexUnits( textures, n );
  10288. gl.uniform1iv( this.addr, units );
  10289. for ( var i = 0; i !== n; ++ i ) {
  10290. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10291. }
  10292. }
  10293. // Helper to pick the right setter for a pure (bottom-level) array
  10294. function getPureArraySetter( type ) {
  10295. switch ( type ) {
  10296. case 0x1406: return setValueV1fArray; // FLOAT
  10297. case 0x8b50: return setValueV2fArray; // _VEC2
  10298. case 0x8b51: return setValueV3fArray; // _VEC3
  10299. case 0x8b52: return setValueV4fArray; // _VEC4
  10300. case 0x8b5a: return setValueM2Array; // _MAT2
  10301. case 0x8b5b: return setValueM3Array; // _MAT3
  10302. case 0x8b5c: return setValueM4Array; // _MAT4
  10303. case 0x8b5e: // SAMPLER_2D
  10304. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10305. case 0x8dca: // INT_SAMPLER_2D
  10306. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10307. return setValueT1Array;
  10308. case 0x8b60: // SAMPLER_CUBE
  10309. case 0x8dcc: // INT_SAMPLER_CUBE
  10310. case 0x8dd4: // UNSIGNED_SAMPLER_CUBE
  10311. return setValueT6Array;
  10312. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10313. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10314. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10315. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10316. }
  10317. }
  10318. // --- Uniform Classes ---
  10319. function SingleUniform( id, activeInfo, addr ) {
  10320. this.id = id;
  10321. this.addr = addr;
  10322. this.cache = [];
  10323. this.setValue = getSingularSetter( activeInfo.type );
  10324. // this.path = activeInfo.name; // DEBUG
  10325. }
  10326. function PureArrayUniform( id, activeInfo, addr ) {
  10327. this.id = id;
  10328. this.addr = addr;
  10329. this.cache = [];
  10330. this.size = activeInfo.size;
  10331. this.setValue = getPureArraySetter( activeInfo.type );
  10332. // this.path = activeInfo.name; // DEBUG
  10333. }
  10334. PureArrayUniform.prototype.updateCache = function ( data ) {
  10335. var cache = this.cache;
  10336. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10337. this.cache = new Float32Array( data.length );
  10338. }
  10339. copyArray( cache, data );
  10340. };
  10341. function StructuredUniform( id ) {
  10342. this.id = id;
  10343. this.seq = [];
  10344. this.map = {};
  10345. }
  10346. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10347. var seq = this.seq;
  10348. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10349. var u = seq[ i ];
  10350. u.setValue( gl, value[ u.id ], textures );
  10351. }
  10352. };
  10353. // --- Top-level ---
  10354. // Parser - builds up the property tree from the path strings
  10355. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10356. // extracts
  10357. // - the identifier (member name or array index)
  10358. // - followed by an optional right bracket (found when array index)
  10359. // - followed by an optional left bracket or dot (type of subscript)
  10360. //
  10361. // Note: These portions can be read in a non-overlapping fashion and
  10362. // allow straightforward parsing of the hierarchy that WebGL encodes
  10363. // in the uniform names.
  10364. function addUniform( container, uniformObject ) {
  10365. container.seq.push( uniformObject );
  10366. container.map[ uniformObject.id ] = uniformObject;
  10367. }
  10368. function parseUniform( activeInfo, addr, container ) {
  10369. var path = activeInfo.name,
  10370. pathLength = path.length;
  10371. // reset RegExp object, because of the early exit of a previous run
  10372. RePathPart.lastIndex = 0;
  10373. while ( true ) {
  10374. var match = RePathPart.exec( path ),
  10375. matchEnd = RePathPart.lastIndex,
  10376. id = match[ 1 ],
  10377. idIsIndex = match[ 2 ] === ']',
  10378. subscript = match[ 3 ];
  10379. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10380. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10381. // bare name or "pure" bottom-level array "[0]" suffix
  10382. addUniform( container, subscript === undefined ?
  10383. new SingleUniform( id, activeInfo, addr ) :
  10384. new PureArrayUniform( id, activeInfo, addr ) );
  10385. break;
  10386. } else {
  10387. // step into inner node / create it in case it doesn't exist
  10388. var map = container.map, next = map[ id ];
  10389. if ( next === undefined ) {
  10390. next = new StructuredUniform( id );
  10391. addUniform( container, next );
  10392. }
  10393. container = next;
  10394. }
  10395. }
  10396. }
  10397. // Root Container
  10398. function WebGLUniforms( gl, program ) {
  10399. this.seq = [];
  10400. this.map = {};
  10401. var n = gl.getProgramParameter( program, 35718 );
  10402. for ( var i = 0; i < n; ++ i ) {
  10403. var info = gl.getActiveUniform( program, i ),
  10404. addr = gl.getUniformLocation( program, info.name );
  10405. parseUniform( info, addr, this );
  10406. }
  10407. }
  10408. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10409. var u = this.map[ name ];
  10410. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10411. };
  10412. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10413. var v = object[ name ];
  10414. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10415. };
  10416. // Static interface
  10417. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10418. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10419. var u = seq[ i ],
  10420. v = values[ u.id ];
  10421. if ( v.needsUpdate !== false ) {
  10422. // note: always updating when .needsUpdate is undefined
  10423. u.setValue( gl, v.value, textures );
  10424. }
  10425. }
  10426. };
  10427. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10428. var r = [];
  10429. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10430. var u = seq[ i ];
  10431. if ( u.id in values ) { r.push( u ); }
  10432. }
  10433. return r;
  10434. };
  10435. /**
  10436. * @author mrdoob / http://mrdoob.com/
  10437. */
  10438. function WebGLShader( gl, type, string ) {
  10439. var shader = gl.createShader( type );
  10440. gl.shaderSource( shader, string );
  10441. gl.compileShader( shader );
  10442. return shader;
  10443. }
  10444. /**
  10445. * @author mrdoob / http://mrdoob.com/
  10446. */
  10447. var programIdCount = 0;
  10448. function addLineNumbers( string ) {
  10449. var lines = string.split( '\n' );
  10450. for ( var i = 0; i < lines.length; i ++ ) {
  10451. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10452. }
  10453. return lines.join( '\n' );
  10454. }
  10455. function getEncodingComponents( encoding ) {
  10456. switch ( encoding ) {
  10457. case LinearEncoding:
  10458. return [ 'Linear', '( value )' ];
  10459. case sRGBEncoding:
  10460. return [ 'sRGB', '( value )' ];
  10461. case RGBEEncoding:
  10462. return [ 'RGBE', '( value )' ];
  10463. case RGBM7Encoding:
  10464. return [ 'RGBM', '( value, 7.0 )' ];
  10465. case RGBM16Encoding:
  10466. return [ 'RGBM', '( value, 16.0 )' ];
  10467. case RGBDEncoding:
  10468. return [ 'RGBD', '( value, 256.0 )' ];
  10469. case GammaEncoding:
  10470. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10471. case LogLuvEncoding:
  10472. return [ 'LogLuv', '( value )' ];
  10473. default:
  10474. throw new Error( 'unsupported encoding: ' + encoding );
  10475. }
  10476. }
  10477. function getShaderErrors( gl, shader, type ) {
  10478. var status = gl.getShaderParameter( shader, 35713 );
  10479. var log = gl.getShaderInfoLog( shader ).trim();
  10480. if ( status && log === '' ) { return ''; }
  10481. // --enable-privileged-webgl-extension
  10482. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10483. var source = gl.getShaderSource( shader );
  10484. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10485. }
  10486. function getTexelDecodingFunction( functionName, encoding ) {
  10487. var components = getEncodingComponents( encoding );
  10488. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10489. }
  10490. function getTexelEncodingFunction( functionName, encoding ) {
  10491. var components = getEncodingComponents( encoding );
  10492. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10493. }
  10494. function getToneMappingFunction( functionName, toneMapping ) {
  10495. var toneMappingName;
  10496. switch ( toneMapping ) {
  10497. case LinearToneMapping:
  10498. toneMappingName = 'Linear';
  10499. break;
  10500. case ReinhardToneMapping:
  10501. toneMappingName = 'Reinhard';
  10502. break;
  10503. case Uncharted2ToneMapping:
  10504. toneMappingName = 'Uncharted2';
  10505. break;
  10506. case CineonToneMapping:
  10507. toneMappingName = 'OptimizedCineon';
  10508. break;
  10509. case ACESFilmicToneMapping:
  10510. toneMappingName = 'ACESFilmic';
  10511. break;
  10512. default:
  10513. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10514. }
  10515. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10516. }
  10517. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10518. extensions = extensions || {};
  10519. var chunks = [
  10520. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10521. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10522. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10523. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10524. ];
  10525. return chunks.filter( filterEmptyLine ).join( '\n' );
  10526. }
  10527. function generateDefines( defines ) {
  10528. var chunks = [];
  10529. for ( var name in defines ) {
  10530. var value = defines[ name ];
  10531. if ( value === false ) { continue; }
  10532. chunks.push( '#define ' + name + ' ' + value );
  10533. }
  10534. return chunks.join( '\n' );
  10535. }
  10536. function fetchAttributeLocations( gl, program ) {
  10537. var attributes = {};
  10538. var n = gl.getProgramParameter( program, 35721 );
  10539. for ( var i = 0; i < n; i ++ ) {
  10540. var info = gl.getActiveAttrib( program, i );
  10541. var name = info.name;
  10542. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10543. attributes[ name ] = gl.getAttribLocation( program, name );
  10544. }
  10545. return attributes;
  10546. }
  10547. function filterEmptyLine( string ) {
  10548. return string !== '';
  10549. }
  10550. function replaceLightNums( string, parameters ) {
  10551. return string
  10552. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10553. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10554. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10555. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10556. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10557. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10558. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10559. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10560. }
  10561. function replaceClippingPlaneNums( string, parameters ) {
  10562. return string
  10563. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10564. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10565. }
  10566. // Resolve Includes
  10567. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10568. function resolveIncludes( string ) {
  10569. return string.replace( includePattern, includeReplacer );
  10570. }
  10571. function includeReplacer( match, include ) {
  10572. var string = ShaderChunk[ include ];
  10573. if ( string === undefined ) {
  10574. throw new Error( 'Can not resolve #include <' + include + '>' );
  10575. }
  10576. return resolveIncludes( string );
  10577. }
  10578. // Unroll Loops
  10579. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10580. function unrollLoops( string ) {
  10581. return string.replace( loopPattern, loopReplacer );
  10582. }
  10583. function loopReplacer( match, start, end, snippet ) {
  10584. var string = '';
  10585. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10586. string += snippet
  10587. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10588. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10589. }
  10590. return string;
  10591. }
  10592. //
  10593. function generatePrecision( parameters ) {
  10594. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10595. if ( parameters.precision === "highp" ) {
  10596. precisionstring += "\n#define HIGH_PRECISION";
  10597. } else if ( parameters.precision === "mediump" ) {
  10598. precisionstring += "\n#define MEDIUM_PRECISION";
  10599. } else if ( parameters.precision === "lowp" ) {
  10600. precisionstring += "\n#define LOW_PRECISION";
  10601. }
  10602. return precisionstring;
  10603. }
  10604. function generateShadowMapTypeDefine( parameters ) {
  10605. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10606. if ( parameters.shadowMapType === PCFShadowMap ) {
  10607. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10608. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10609. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10610. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10611. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10612. }
  10613. return shadowMapTypeDefine;
  10614. }
  10615. function generateEnvMapTypeDefine( parameters ) {
  10616. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10617. if ( parameters.envMap ) {
  10618. switch ( parameters.envMapMode ) {
  10619. case CubeReflectionMapping:
  10620. case CubeRefractionMapping:
  10621. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10622. break;
  10623. case CubeUVReflectionMapping:
  10624. case CubeUVRefractionMapping:
  10625. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10626. break;
  10627. case EquirectangularReflectionMapping:
  10628. case EquirectangularRefractionMapping:
  10629. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10630. break;
  10631. case SphericalReflectionMapping:
  10632. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10633. break;
  10634. }
  10635. }
  10636. return envMapTypeDefine;
  10637. }
  10638. function generateEnvMapModeDefine( parameters ) {
  10639. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10640. if ( parameters.envMap ) {
  10641. switch ( parameters.envMapMode ) {
  10642. case CubeRefractionMapping:
  10643. case EquirectangularRefractionMapping:
  10644. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10645. break;
  10646. }
  10647. }
  10648. return envMapModeDefine;
  10649. }
  10650. function generateEnvMapBlendingDefine( parameters ) {
  10651. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10652. if ( parameters.envMap ) {
  10653. switch ( parameters.combine ) {
  10654. case MultiplyOperation:
  10655. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10656. break;
  10657. case MixOperation:
  10658. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10659. break;
  10660. case AddOperation:
  10661. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10662. break;
  10663. }
  10664. }
  10665. return envMapBlendingDefine;
  10666. }
  10667. function WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters ) {
  10668. var gl = renderer.getContext();
  10669. var defines = material.defines;
  10670. var vertexShader = shader.vertexShader;
  10671. var fragmentShader = shader.fragmentShader;
  10672. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10673. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10674. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10675. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10676. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10677. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10678. var customDefines = generateDefines( defines );
  10679. var program = gl.createProgram();
  10680. var prefixVertex, prefixFragment;
  10681. var numMultiviewViews = parameters.numMultiviewViews;
  10682. if ( material.isRawShaderMaterial ) {
  10683. prefixVertex = [
  10684. customDefines
  10685. ].filter( filterEmptyLine ).join( '\n' );
  10686. if ( prefixVertex.length > 0 ) {
  10687. prefixVertex += '\n';
  10688. }
  10689. prefixFragment = [
  10690. customExtensions,
  10691. customDefines
  10692. ].filter( filterEmptyLine ).join( '\n' );
  10693. if ( prefixFragment.length > 0 ) {
  10694. prefixFragment += '\n';
  10695. }
  10696. } else {
  10697. prefixVertex = [
  10698. generatePrecision( parameters ),
  10699. '#define SHADER_NAME ' + shader.name,
  10700. customDefines,
  10701. parameters.instancing ? '#define USE_INSTANCING' : '',
  10702. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10703. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10704. '#define MAX_BONES ' + parameters.maxBones,
  10705. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10706. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10707. parameters.map ? '#define USE_MAP' : '',
  10708. parameters.envMap ? '#define USE_ENVMAP' : '',
  10709. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10710. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10711. parameters.aoMap ? '#define USE_AOMAP' : '',
  10712. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10713. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10714. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10715. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10716. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10717. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10718. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10719. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10720. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10721. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10722. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10723. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10724. parameters.vertexColors ? '#define USE_COLOR' : '',
  10725. parameters.vertexUvs ? '#define USE_UV' : '',
  10726. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10727. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10728. parameters.skinning ? '#define USE_SKINNING' : '',
  10729. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10730. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10731. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10732. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10733. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10734. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10735. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10736. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10737. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10738. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10739. 'uniform mat4 modelMatrix;',
  10740. 'uniform mat4 modelViewMatrix;',
  10741. 'uniform mat4 projectionMatrix;',
  10742. 'uniform mat4 viewMatrix;',
  10743. 'uniform mat3 normalMatrix;',
  10744. 'uniform vec3 cameraPosition;',
  10745. 'uniform bool isOrthographic;',
  10746. '#ifdef USE_INSTANCING',
  10747. ' attribute mat4 instanceMatrix;',
  10748. '#endif',
  10749. 'attribute vec3 position;',
  10750. 'attribute vec3 normal;',
  10751. 'attribute vec2 uv;',
  10752. '#ifdef USE_TANGENT',
  10753. ' attribute vec4 tangent;',
  10754. '#endif',
  10755. '#ifdef USE_COLOR',
  10756. ' attribute vec3 color;',
  10757. '#endif',
  10758. '#ifdef USE_MORPHTARGETS',
  10759. ' attribute vec3 morphTarget0;',
  10760. ' attribute vec3 morphTarget1;',
  10761. ' attribute vec3 morphTarget2;',
  10762. ' attribute vec3 morphTarget3;',
  10763. ' #ifdef USE_MORPHNORMALS',
  10764. ' attribute vec3 morphNormal0;',
  10765. ' attribute vec3 morphNormal1;',
  10766. ' attribute vec3 morphNormal2;',
  10767. ' attribute vec3 morphNormal3;',
  10768. ' #else',
  10769. ' attribute vec3 morphTarget4;',
  10770. ' attribute vec3 morphTarget5;',
  10771. ' attribute vec3 morphTarget6;',
  10772. ' attribute vec3 morphTarget7;',
  10773. ' #endif',
  10774. '#endif',
  10775. '#ifdef USE_SKINNING',
  10776. ' attribute vec4 skinIndex;',
  10777. ' attribute vec4 skinWeight;',
  10778. '#endif',
  10779. '\n'
  10780. ].filter( filterEmptyLine ).join( '\n' );
  10781. prefixFragment = [
  10782. customExtensions,
  10783. generatePrecision( parameters ),
  10784. '#define SHADER_NAME ' + shader.name,
  10785. customDefines,
  10786. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10787. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10788. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10789. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10790. parameters.map ? '#define USE_MAP' : '',
  10791. parameters.matcap ? '#define USE_MATCAP' : '',
  10792. parameters.envMap ? '#define USE_ENVMAP' : '',
  10793. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10794. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10795. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10796. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10797. parameters.aoMap ? '#define USE_AOMAP' : '',
  10798. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10799. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10800. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10801. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10802. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10803. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10804. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10805. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10806. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10807. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10808. parameters.sheen ? '#define USE_SHEEN' : '',
  10809. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10810. parameters.vertexColors ? '#define USE_COLOR' : '',
  10811. parameters.vertexUvs ? '#define USE_UV' : '',
  10812. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10813. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10814. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10815. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10816. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10817. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10818. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10819. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10820. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10821. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10822. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10823. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10824. 'uniform mat4 viewMatrix;',
  10825. 'uniform vec3 cameraPosition;',
  10826. 'uniform bool isOrthographic;',
  10827. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10828. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10829. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10830. parameters.dithering ? '#define DITHERING' : '',
  10831. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10832. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10833. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10834. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10835. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10836. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10837. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10838. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10839. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10840. '\n'
  10841. ].filter( filterEmptyLine ).join( '\n' );
  10842. }
  10843. vertexShader = resolveIncludes( vertexShader );
  10844. vertexShader = replaceLightNums( vertexShader, parameters );
  10845. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10846. fragmentShader = resolveIncludes( fragmentShader );
  10847. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10848. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10849. vertexShader = unrollLoops( vertexShader );
  10850. fragmentShader = unrollLoops( fragmentShader );
  10851. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10852. var isGLSL3ShaderMaterial = false;
  10853. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10854. if ( material.isShaderMaterial &&
  10855. vertexShader.match( versionRegex ) !== null &&
  10856. fragmentShader.match( versionRegex ) !== null ) {
  10857. isGLSL3ShaderMaterial = true;
  10858. vertexShader = vertexShader.replace( versionRegex, '' );
  10859. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10860. }
  10861. // GLSL 3.0 conversion
  10862. prefixVertex = [
  10863. '#version 300 es\n',
  10864. '#define attribute in',
  10865. '#define varying out',
  10866. '#define texture2D texture'
  10867. ].join( '\n' ) + '\n' + prefixVertex;
  10868. prefixFragment = [
  10869. '#version 300 es\n',
  10870. '#define varying in',
  10871. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10872. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10873. '#define gl_FragDepthEXT gl_FragDepth',
  10874. '#define texture2D texture',
  10875. '#define textureCube texture',
  10876. '#define texture2DProj textureProj',
  10877. '#define texture2DLodEXT textureLod',
  10878. '#define texture2DProjLodEXT textureProjLod',
  10879. '#define textureCubeLodEXT textureLod',
  10880. '#define texture2DGradEXT textureGrad',
  10881. '#define texture2DProjGradEXT textureProjGrad',
  10882. '#define textureCubeGradEXT textureGrad'
  10883. ].join( '\n' ) + '\n' + prefixFragment;
  10884. // Multiview
  10885. if ( numMultiviewViews > 0 ) {
  10886. prefixVertex = prefixVertex.replace(
  10887. '#version 300 es\n',
  10888. [
  10889. '#version 300 es\n',
  10890. '#extension GL_OVR_multiview2 : require',
  10891. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10892. '#define VIEW_ID gl_ViewID_OVR'
  10893. ].join( '\n' )
  10894. );
  10895. prefixVertex = prefixVertex.replace(
  10896. [
  10897. 'uniform mat4 modelViewMatrix;',
  10898. 'uniform mat4 projectionMatrix;',
  10899. 'uniform mat4 viewMatrix;',
  10900. 'uniform mat3 normalMatrix;'
  10901. ].join( '\n' ),
  10902. [
  10903. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10904. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10905. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10906. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10907. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10908. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10909. '#define viewMatrix viewMatrices[VIEW_ID]',
  10910. '#define normalMatrix normalMatrices[VIEW_ID]'
  10911. ].join( '\n' )
  10912. );
  10913. prefixFragment = prefixFragment.replace(
  10914. '#version 300 es\n',
  10915. [
  10916. '#version 300 es\n',
  10917. '#extension GL_OVR_multiview2 : require',
  10918. '#define VIEW_ID gl_ViewID_OVR'
  10919. ].join( '\n' )
  10920. );
  10921. prefixFragment = prefixFragment.replace(
  10922. 'uniform mat4 viewMatrix;',
  10923. [
  10924. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10925. '#define viewMatrix viewMatrices[VIEW_ID]'
  10926. ].join( '\n' )
  10927. );
  10928. }
  10929. }
  10930. var vertexGlsl = prefixVertex + vertexShader;
  10931. var fragmentGlsl = prefixFragment + fragmentShader;
  10932. // console.log( '*VERTEX*', vertexGlsl );
  10933. // console.log( '*FRAGMENT*', fragmentGlsl );
  10934. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10935. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10936. gl.attachShader( program, glVertexShader );
  10937. gl.attachShader( program, glFragmentShader );
  10938. // Force a particular attribute to index 0.
  10939. if ( material.index0AttributeName !== undefined ) {
  10940. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10941. } else if ( parameters.morphTargets === true ) {
  10942. // programs with morphTargets displace position out of attribute 0
  10943. gl.bindAttribLocation( program, 0, 'position' );
  10944. }
  10945. gl.linkProgram( program );
  10946. // check for link errors
  10947. if ( renderer.debug.checkShaderErrors ) {
  10948. var programLog = gl.getProgramInfoLog( program ).trim();
  10949. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10950. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10951. var runnable = true;
  10952. var haveDiagnostics = true;
  10953. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10954. runnable = false;
  10955. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10956. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10957. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10958. } else if ( programLog !== '' ) {
  10959. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10960. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10961. haveDiagnostics = false;
  10962. }
  10963. if ( haveDiagnostics ) {
  10964. this.diagnostics = {
  10965. runnable: runnable,
  10966. material: material,
  10967. programLog: programLog,
  10968. vertexShader: {
  10969. log: vertexLog,
  10970. prefix: prefixVertex
  10971. },
  10972. fragmentShader: {
  10973. log: fragmentLog,
  10974. prefix: prefixFragment
  10975. }
  10976. };
  10977. }
  10978. }
  10979. // clean up
  10980. gl.deleteShader( glVertexShader );
  10981. gl.deleteShader( glFragmentShader );
  10982. // set up caching for uniform locations
  10983. var cachedUniforms;
  10984. this.getUniforms = function () {
  10985. if ( cachedUniforms === undefined ) {
  10986. cachedUniforms = new WebGLUniforms( gl, program );
  10987. }
  10988. return cachedUniforms;
  10989. };
  10990. // set up caching for attribute locations
  10991. var cachedAttributes;
  10992. this.getAttributes = function () {
  10993. if ( cachedAttributes === undefined ) {
  10994. cachedAttributes = fetchAttributeLocations( gl, program );
  10995. }
  10996. return cachedAttributes;
  10997. };
  10998. // free resource
  10999. this.destroy = function () {
  11000. gl.deleteProgram( program );
  11001. this.program = undefined;
  11002. };
  11003. //
  11004. this.name = shader.name;
  11005. this.id = programIdCount ++;
  11006. this.cacheKey = cacheKey;
  11007. this.usedTimes = 1;
  11008. this.program = program;
  11009. this.vertexShader = glVertexShader;
  11010. this.fragmentShader = glFragmentShader;
  11011. this.numMultiviewViews = numMultiviewViews;
  11012. return this;
  11013. }
  11014. /**
  11015. * @author mrdoob / http://mrdoob.com/
  11016. */
  11017. function WebGLPrograms( renderer, extensions, capabilities ) {
  11018. var programs = [];
  11019. var isWebGL2 = capabilities.isWebGL2;
  11020. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11021. var floatVertexTextures = capabilities.floatVertexTextures;
  11022. var precision = capabilities.precision;
  11023. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11024. var vertexTextures = capabilities.vertexTextures;
  11025. var shaderIDs = {
  11026. MeshDepthMaterial: 'depth',
  11027. MeshDistanceMaterial: 'distanceRGBA',
  11028. MeshNormalMaterial: 'normal',
  11029. MeshBasicMaterial: 'basic',
  11030. MeshLambertMaterial: 'lambert',
  11031. MeshPhongMaterial: 'phong',
  11032. MeshToonMaterial: 'toon',
  11033. MeshStandardMaterial: 'physical',
  11034. MeshPhysicalMaterial: 'physical',
  11035. MeshMatcapMaterial: 'matcap',
  11036. LineBasicMaterial: 'basic',
  11037. LineDashedMaterial: 'dashed',
  11038. PointsMaterial: 'points',
  11039. ShadowMaterial: 'shadow',
  11040. SpriteMaterial: 'sprite'
  11041. };
  11042. var parameterNames = [
  11043. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  11044. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11045. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11046. "roughnessMap", "metalnessMap", "gradientMap",
  11047. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11048. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11049. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11050. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11051. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11052. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11053. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11054. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11055. "sheen"
  11056. ];
  11057. function allocateBones( object ) {
  11058. var skeleton = object.skeleton;
  11059. var bones = skeleton.bones;
  11060. if ( floatVertexTextures ) {
  11061. return 1024;
  11062. } else {
  11063. // default for when object is not specified
  11064. // ( for example when prebuilding shader to be used with multiple objects )
  11065. //
  11066. // - leave some extra space for other uniforms
  11067. // - limit here is ANGLE's 254 max uniform vectors
  11068. // (up to 54 should be safe)
  11069. var nVertexUniforms = maxVertexUniforms;
  11070. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11071. var maxBones = Math.min( nVertexMatrices, bones.length );
  11072. if ( maxBones < bones.length ) {
  11073. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11074. return 0;
  11075. }
  11076. return maxBones;
  11077. }
  11078. }
  11079. function getTextureEncodingFromMap( map ) {
  11080. var encoding;
  11081. if ( ! map ) {
  11082. encoding = LinearEncoding;
  11083. } else if ( map.isTexture ) {
  11084. encoding = map.encoding;
  11085. } else if ( map.isWebGLRenderTarget ) {
  11086. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11087. encoding = map.texture.encoding;
  11088. }
  11089. return encoding;
  11090. }
  11091. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  11092. var shaderID = shaderIDs[ material.type ];
  11093. // heuristics to create shader parameters according to lights in the scene
  11094. // (not to blow over maxLights budget)
  11095. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11096. if ( material.precision !== null ) {
  11097. precision = capabilities.getMaxPrecision( material.precision );
  11098. if ( precision !== material.precision ) {
  11099. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11100. }
  11101. }
  11102. var currentRenderTarget = renderer.getRenderTarget();
  11103. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  11104. var parameters = {
  11105. isWebGL2: isWebGL2,
  11106. shaderID: shaderID,
  11107. precision: precision,
  11108. instancing: object.isInstancedMesh === true,
  11109. supportsVertexTextures: vertexTextures,
  11110. numMultiviewViews: numMultiviewViews,
  11111. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11112. map: !! material.map,
  11113. mapEncoding: getTextureEncodingFromMap( material.map ),
  11114. matcap: !! material.matcap,
  11115. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11116. envMap: !! material.envMap,
  11117. envMapMode: material.envMap && material.envMap.mapping,
  11118. envMapEncoding: getTextureEncodingFromMap( material.envMap ),
  11119. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  11120. lightMap: !! material.lightMap,
  11121. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11122. aoMap: !! material.aoMap,
  11123. emissiveMap: !! material.emissiveMap,
  11124. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11125. bumpMap: !! material.bumpMap,
  11126. normalMap: !! material.normalMap,
  11127. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11128. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11129. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11130. displacementMap: !! material.displacementMap,
  11131. roughnessMap: !! material.roughnessMap,
  11132. metalnessMap: !! material.metalnessMap,
  11133. specularMap: !! material.specularMap,
  11134. alphaMap: !! material.alphaMap,
  11135. gradientMap: !! material.gradientMap,
  11136. sheen: !! material.sheen,
  11137. combine: material.combine,
  11138. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11139. vertexColors: material.vertexColors,
  11140. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11141. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11142. fog: !! fog,
  11143. useFog: material.fog,
  11144. fogExp2: ( fog && fog.isFogExp2 ),
  11145. flatShading: material.flatShading,
  11146. sizeAttenuation: material.sizeAttenuation,
  11147. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11148. skinning: material.skinning && maxBones > 0,
  11149. maxBones: maxBones,
  11150. useVertexTexture: floatVertexTextures,
  11151. morphTargets: material.morphTargets,
  11152. morphNormals: material.morphNormals,
  11153. maxMorphTargets: renderer.maxMorphTargets,
  11154. maxMorphNormals: renderer.maxMorphNormals,
  11155. numDirLights: lights.directional.length,
  11156. numPointLights: lights.point.length,
  11157. numSpotLights: lights.spot.length,
  11158. numRectAreaLights: lights.rectArea.length,
  11159. numHemiLights: lights.hemi.length,
  11160. numDirLightShadows: lights.directionalShadowMap.length,
  11161. numPointLightShadows: lights.pointShadowMap.length,
  11162. numSpotLightShadows: lights.spotShadowMap.length,
  11163. numClippingPlanes: nClipPlanes,
  11164. numClipIntersection: nClipIntersection,
  11165. dithering: material.dithering,
  11166. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11167. shadowMapType: renderer.shadowMap.type,
  11168. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11169. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11170. premultipliedAlpha: material.premultipliedAlpha,
  11171. alphaTest: material.alphaTest,
  11172. doubleSided: material.side === DoubleSide,
  11173. flipSided: material.side === BackSide,
  11174. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11175. };
  11176. return parameters;
  11177. };
  11178. this.getProgramCacheKey = function ( material, parameters ) {
  11179. var array = [];
  11180. if ( parameters.shaderID ) {
  11181. array.push( parameters.shaderID );
  11182. } else {
  11183. array.push( material.fragmentShader );
  11184. array.push( material.vertexShader );
  11185. }
  11186. if ( material.defines !== undefined ) {
  11187. for ( var name in material.defines ) {
  11188. array.push( name );
  11189. array.push( material.defines[ name ] );
  11190. }
  11191. }
  11192. if ( material.isRawShaderMaterial === undefined ) {
  11193. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11194. array.push( parameters[ parameterNames[ i ] ] );
  11195. }
  11196. array.push( renderer.outputEncoding );
  11197. array.push( renderer.gammaFactor );
  11198. }
  11199. array.push( material.onBeforeCompile.toString() );
  11200. return array.join();
  11201. };
  11202. this.acquireProgram = function ( material, shader, parameters, cacheKey ) {
  11203. var program;
  11204. // Check if code has been already compiled
  11205. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11206. var preexistingProgram = programs[ p ];
  11207. if ( preexistingProgram.cacheKey === cacheKey ) {
  11208. program = preexistingProgram;
  11209. ++ program.usedTimes;
  11210. break;
  11211. }
  11212. }
  11213. if ( program === undefined ) {
  11214. program = new WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters );
  11215. programs.push( program );
  11216. }
  11217. return program;
  11218. };
  11219. this.releaseProgram = function ( program ) {
  11220. if ( -- program.usedTimes === 0 ) {
  11221. // Remove from unordered set
  11222. var i = programs.indexOf( program );
  11223. programs[ i ] = programs[ programs.length - 1 ];
  11224. programs.pop();
  11225. // Free WebGL resources
  11226. program.destroy();
  11227. }
  11228. };
  11229. // Exposed for resource monitoring & error feedback via renderer.info:
  11230. this.programs = programs;
  11231. }
  11232. /**
  11233. * @author fordacious / fordacious.github.io
  11234. */
  11235. function WebGLProperties() {
  11236. var properties = new WeakMap();
  11237. function get( object ) {
  11238. var map = properties.get( object );
  11239. if ( map === undefined ) {
  11240. map = {};
  11241. properties.set( object, map );
  11242. }
  11243. return map;
  11244. }
  11245. function remove( object ) {
  11246. properties.delete( object );
  11247. }
  11248. function update( object, key, value ) {
  11249. properties.get( object )[ key ] = value;
  11250. }
  11251. function dispose() {
  11252. properties = new WeakMap();
  11253. }
  11254. return {
  11255. get: get,
  11256. remove: remove,
  11257. update: update,
  11258. dispose: dispose
  11259. };
  11260. }
  11261. /**
  11262. * @author mrdoob / http://mrdoob.com/
  11263. */
  11264. function painterSortStable( a, b ) {
  11265. if ( a.groupOrder !== b.groupOrder ) {
  11266. return a.groupOrder - b.groupOrder;
  11267. } else if ( a.renderOrder !== b.renderOrder ) {
  11268. return a.renderOrder - b.renderOrder;
  11269. } else if ( a.program !== b.program ) {
  11270. return a.program.id - b.program.id;
  11271. } else if ( a.material.id !== b.material.id ) {
  11272. return a.material.id - b.material.id;
  11273. } else if ( a.z !== b.z ) {
  11274. return a.z - b.z;
  11275. } else {
  11276. return a.id - b.id;
  11277. }
  11278. }
  11279. function reversePainterSortStable( a, b ) {
  11280. if ( a.groupOrder !== b.groupOrder ) {
  11281. return a.groupOrder - b.groupOrder;
  11282. } else if ( a.renderOrder !== b.renderOrder ) {
  11283. return a.renderOrder - b.renderOrder;
  11284. } else if ( a.z !== b.z ) {
  11285. return b.z - a.z;
  11286. } else {
  11287. return a.id - b.id;
  11288. }
  11289. }
  11290. function WebGLRenderList() {
  11291. var renderItems = [];
  11292. var renderItemsIndex = 0;
  11293. var opaque = [];
  11294. var transparent = [];
  11295. var defaultProgram = { id: - 1 };
  11296. function init() {
  11297. renderItemsIndex = 0;
  11298. opaque.length = 0;
  11299. transparent.length = 0;
  11300. }
  11301. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11302. var renderItem = renderItems[ renderItemsIndex ];
  11303. if ( renderItem === undefined ) {
  11304. renderItem = {
  11305. id: object.id,
  11306. object: object,
  11307. geometry: geometry,
  11308. material: material,
  11309. program: material.program || defaultProgram,
  11310. groupOrder: groupOrder,
  11311. renderOrder: object.renderOrder,
  11312. z: z,
  11313. group: group
  11314. };
  11315. renderItems[ renderItemsIndex ] = renderItem;
  11316. } else {
  11317. renderItem.id = object.id;
  11318. renderItem.object = object;
  11319. renderItem.geometry = geometry;
  11320. renderItem.material = material;
  11321. renderItem.program = material.program || defaultProgram;
  11322. renderItem.groupOrder = groupOrder;
  11323. renderItem.renderOrder = object.renderOrder;
  11324. renderItem.z = z;
  11325. renderItem.group = group;
  11326. }
  11327. renderItemsIndex ++;
  11328. return renderItem;
  11329. }
  11330. function push( object, geometry, material, groupOrder, z, group ) {
  11331. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11332. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11333. }
  11334. function unshift( object, geometry, material, groupOrder, z, group ) {
  11335. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11336. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11337. }
  11338. function sort( customOpaqueSort, customTransparentSort ) {
  11339. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11340. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11341. }
  11342. return {
  11343. opaque: opaque,
  11344. transparent: transparent,
  11345. init: init,
  11346. push: push,
  11347. unshift: unshift,
  11348. sort: sort
  11349. };
  11350. }
  11351. function WebGLRenderLists() {
  11352. var lists = new WeakMap();
  11353. function onSceneDispose( event ) {
  11354. var scene = event.target;
  11355. scene.removeEventListener( 'dispose', onSceneDispose );
  11356. lists.delete( scene );
  11357. }
  11358. function get( scene, camera ) {
  11359. var cameras = lists.get( scene );
  11360. var list;
  11361. if ( cameras === undefined ) {
  11362. list = new WebGLRenderList();
  11363. lists.set( scene, new WeakMap() );
  11364. lists.get( scene ).set( camera, list );
  11365. scene.addEventListener( 'dispose', onSceneDispose );
  11366. } else {
  11367. list = cameras.get( camera );
  11368. if ( list === undefined ) {
  11369. list = new WebGLRenderList();
  11370. cameras.set( camera, list );
  11371. }
  11372. }
  11373. return list;
  11374. }
  11375. function dispose() {
  11376. lists = new WeakMap();
  11377. }
  11378. return {
  11379. get: get,
  11380. dispose: dispose
  11381. };
  11382. }
  11383. /**
  11384. * @author mrdoob / http://mrdoob.com/
  11385. */
  11386. function UniformsCache() {
  11387. var lights = {};
  11388. return {
  11389. get: function ( light ) {
  11390. if ( lights[ light.id ] !== undefined ) {
  11391. return lights[ light.id ];
  11392. }
  11393. var uniforms;
  11394. switch ( light.type ) {
  11395. case 'DirectionalLight':
  11396. uniforms = {
  11397. direction: new Vector3(),
  11398. color: new Color(),
  11399. shadow: false,
  11400. shadowBias: 0,
  11401. shadowRadius: 1,
  11402. shadowMapSize: new Vector2()
  11403. };
  11404. break;
  11405. case 'SpotLight':
  11406. uniforms = {
  11407. position: new Vector3(),
  11408. direction: new Vector3(),
  11409. color: new Color(),
  11410. distance: 0,
  11411. coneCos: 0,
  11412. penumbraCos: 0,
  11413. decay: 0,
  11414. shadow: false,
  11415. shadowBias: 0,
  11416. shadowRadius: 1,
  11417. shadowMapSize: new Vector2()
  11418. };
  11419. break;
  11420. case 'PointLight':
  11421. uniforms = {
  11422. position: new Vector3(),
  11423. color: new Color(),
  11424. distance: 0,
  11425. decay: 0,
  11426. shadow: false,
  11427. shadowBias: 0,
  11428. shadowRadius: 1,
  11429. shadowMapSize: new Vector2(),
  11430. shadowCameraNear: 1,
  11431. shadowCameraFar: 1000
  11432. };
  11433. break;
  11434. case 'HemisphereLight':
  11435. uniforms = {
  11436. direction: new Vector3(),
  11437. skyColor: new Color(),
  11438. groundColor: new Color()
  11439. };
  11440. break;
  11441. case 'RectAreaLight':
  11442. uniforms = {
  11443. color: new Color(),
  11444. position: new Vector3(),
  11445. halfWidth: new Vector3(),
  11446. halfHeight: new Vector3()
  11447. // TODO (abelnation): set RectAreaLight shadow uniforms
  11448. };
  11449. break;
  11450. }
  11451. lights[ light.id ] = uniforms;
  11452. return uniforms;
  11453. }
  11454. };
  11455. }
  11456. var nextVersion = 0;
  11457. function shadowCastingLightsFirst( lightA, lightB ) {
  11458. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11459. }
  11460. function WebGLLights() {
  11461. var cache = new UniformsCache();
  11462. var state = {
  11463. version: 0,
  11464. hash: {
  11465. directionalLength: - 1,
  11466. pointLength: - 1,
  11467. spotLength: - 1,
  11468. rectAreaLength: - 1,
  11469. hemiLength: - 1,
  11470. numDirectionalShadows: - 1,
  11471. numPointShadows: - 1,
  11472. numSpotShadows: - 1,
  11473. },
  11474. ambient: [ 0, 0, 0 ],
  11475. probe: [],
  11476. directional: [],
  11477. directionalShadowMap: [],
  11478. directionalShadowMatrix: [],
  11479. spot: [],
  11480. spotShadowMap: [],
  11481. spotShadowMatrix: [],
  11482. rectArea: [],
  11483. point: [],
  11484. pointShadowMap: [],
  11485. pointShadowMatrix: [],
  11486. hemi: [],
  11487. numDirectionalShadows: - 1,
  11488. numPointShadows: - 1,
  11489. numSpotShadows: - 1
  11490. };
  11491. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11492. var vector3 = new Vector3();
  11493. var matrix4 = new Matrix4();
  11494. var matrix42 = new Matrix4();
  11495. function setup( lights, shadows, camera ) {
  11496. var r = 0, g = 0, b = 0;
  11497. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11498. var directionalLength = 0;
  11499. var pointLength = 0;
  11500. var spotLength = 0;
  11501. var rectAreaLength = 0;
  11502. var hemiLength = 0;
  11503. var numDirectionalShadows = 0;
  11504. var numPointShadows = 0;
  11505. var numSpotShadows = 0;
  11506. var viewMatrix = camera.matrixWorldInverse;
  11507. lights.sort( shadowCastingLightsFirst );
  11508. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11509. var light = lights[ i ];
  11510. var color = light.color;
  11511. var intensity = light.intensity;
  11512. var distance = light.distance;
  11513. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11514. if ( light.isAmbientLight ) {
  11515. r += color.r * intensity;
  11516. g += color.g * intensity;
  11517. b += color.b * intensity;
  11518. } else if ( light.isLightProbe ) {
  11519. for ( var j = 0; j < 9; j ++ ) {
  11520. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11521. }
  11522. } else if ( light.isDirectionalLight ) {
  11523. var uniforms = cache.get( light );
  11524. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11525. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11526. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11527. uniforms.direction.sub( vector3 );
  11528. uniforms.direction.transformDirection( viewMatrix );
  11529. uniforms.shadow = light.castShadow;
  11530. if ( light.castShadow ) {
  11531. var shadow = light.shadow;
  11532. uniforms.shadowBias = shadow.bias;
  11533. uniforms.shadowRadius = shadow.radius;
  11534. uniforms.shadowMapSize = shadow.mapSize;
  11535. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11536. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11537. numDirectionalShadows ++;
  11538. }
  11539. state.directional[ directionalLength ] = uniforms;
  11540. directionalLength ++;
  11541. } else if ( light.isSpotLight ) {
  11542. var uniforms = cache.get( light );
  11543. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11544. uniforms.position.applyMatrix4( viewMatrix );
  11545. uniforms.color.copy( color ).multiplyScalar( intensity );
  11546. uniforms.distance = distance;
  11547. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11548. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11549. uniforms.direction.sub( vector3 );
  11550. uniforms.direction.transformDirection( viewMatrix );
  11551. uniforms.coneCos = Math.cos( light.angle );
  11552. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11553. uniforms.decay = light.decay;
  11554. uniforms.shadow = light.castShadow;
  11555. if ( light.castShadow ) {
  11556. var shadow = light.shadow;
  11557. uniforms.shadowBias = shadow.bias;
  11558. uniforms.shadowRadius = shadow.radius;
  11559. uniforms.shadowMapSize = shadow.mapSize;
  11560. state.spotShadowMap[ spotLength ] = shadowMap;
  11561. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11562. numSpotShadows ++;
  11563. }
  11564. state.spot[ spotLength ] = uniforms;
  11565. spotLength ++;
  11566. } else if ( light.isRectAreaLight ) {
  11567. var uniforms = cache.get( light );
  11568. // (a) intensity is the total visible light emitted
  11569. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11570. // (b) intensity is the brightness of the light
  11571. uniforms.color.copy( color ).multiplyScalar( intensity );
  11572. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11573. uniforms.position.applyMatrix4( viewMatrix );
  11574. // extract local rotation of light to derive width/height half vectors
  11575. matrix42.identity();
  11576. matrix4.copy( light.matrixWorld );
  11577. matrix4.premultiply( viewMatrix );
  11578. matrix42.extractRotation( matrix4 );
  11579. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11580. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11581. uniforms.halfWidth.applyMatrix4( matrix42 );
  11582. uniforms.halfHeight.applyMatrix4( matrix42 );
  11583. // TODO (abelnation): RectAreaLight distance?
  11584. // uniforms.distance = distance;
  11585. state.rectArea[ rectAreaLength ] = uniforms;
  11586. rectAreaLength ++;
  11587. } else if ( light.isPointLight ) {
  11588. var uniforms = cache.get( light );
  11589. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11590. uniforms.position.applyMatrix4( viewMatrix );
  11591. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11592. uniforms.distance = light.distance;
  11593. uniforms.decay = light.decay;
  11594. uniforms.shadow = light.castShadow;
  11595. if ( light.castShadow ) {
  11596. var shadow = light.shadow;
  11597. uniforms.shadowBias = shadow.bias;
  11598. uniforms.shadowRadius = shadow.radius;
  11599. uniforms.shadowMapSize = shadow.mapSize;
  11600. uniforms.shadowCameraNear = shadow.camera.near;
  11601. uniforms.shadowCameraFar = shadow.camera.far;
  11602. state.pointShadowMap[ pointLength ] = shadowMap;
  11603. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11604. numPointShadows ++;
  11605. }
  11606. state.point[ pointLength ] = uniforms;
  11607. pointLength ++;
  11608. } else if ( light.isHemisphereLight ) {
  11609. var uniforms = cache.get( light );
  11610. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11611. uniforms.direction.transformDirection( viewMatrix );
  11612. uniforms.direction.normalize();
  11613. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11614. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11615. state.hemi[ hemiLength ] = uniforms;
  11616. hemiLength ++;
  11617. }
  11618. }
  11619. state.ambient[ 0 ] = r;
  11620. state.ambient[ 1 ] = g;
  11621. state.ambient[ 2 ] = b;
  11622. var hash = state.hash;
  11623. if ( hash.directionalLength !== directionalLength ||
  11624. hash.pointLength !== pointLength ||
  11625. hash.spotLength !== spotLength ||
  11626. hash.rectAreaLength !== rectAreaLength ||
  11627. hash.hemiLength !== hemiLength ||
  11628. hash.numDirectionalShadows !== numDirectionalShadows ||
  11629. hash.numPointShadows !== numPointShadows ||
  11630. hash.numSpotShadows !== numSpotShadows ) {
  11631. state.directional.length = directionalLength;
  11632. state.spot.length = spotLength;
  11633. state.rectArea.length = rectAreaLength;
  11634. state.point.length = pointLength;
  11635. state.hemi.length = hemiLength;
  11636. state.directionalShadowMap.length = numDirectionalShadows;
  11637. state.pointShadowMap.length = numPointShadows;
  11638. state.spotShadowMap.length = numSpotShadows;
  11639. state.directionalShadowMatrix.length = numDirectionalShadows;
  11640. state.pointShadowMatrix.length = numPointShadows;
  11641. state.spotShadowMatrix.length = numSpotShadows;
  11642. hash.directionalLength = directionalLength;
  11643. hash.pointLength = pointLength;
  11644. hash.spotLength = spotLength;
  11645. hash.rectAreaLength = rectAreaLength;
  11646. hash.hemiLength = hemiLength;
  11647. hash.numDirectionalShadows = numDirectionalShadows;
  11648. hash.numPointShadows = numPointShadows;
  11649. hash.numSpotShadows = numSpotShadows;
  11650. state.version = nextVersion ++;
  11651. }
  11652. }
  11653. return {
  11654. setup: setup,
  11655. state: state
  11656. };
  11657. }
  11658. /**
  11659. * @author Mugen87 / https://github.com/Mugen87
  11660. */
  11661. function WebGLRenderState() {
  11662. var lights = new WebGLLights();
  11663. var lightsArray = [];
  11664. var shadowsArray = [];
  11665. function init() {
  11666. lightsArray.length = 0;
  11667. shadowsArray.length = 0;
  11668. }
  11669. function pushLight( light ) {
  11670. lightsArray.push( light );
  11671. }
  11672. function pushShadow( shadowLight ) {
  11673. shadowsArray.push( shadowLight );
  11674. }
  11675. function setupLights( camera ) {
  11676. lights.setup( lightsArray, shadowsArray, camera );
  11677. }
  11678. var state = {
  11679. lightsArray: lightsArray,
  11680. shadowsArray: shadowsArray,
  11681. lights: lights
  11682. };
  11683. return {
  11684. init: init,
  11685. state: state,
  11686. setupLights: setupLights,
  11687. pushLight: pushLight,
  11688. pushShadow: pushShadow
  11689. };
  11690. }
  11691. function WebGLRenderStates() {
  11692. var renderStates = new WeakMap();
  11693. function onSceneDispose( event ) {
  11694. var scene = event.target;
  11695. scene.removeEventListener( 'dispose', onSceneDispose );
  11696. renderStates.delete( scene );
  11697. }
  11698. function get( scene, camera ) {
  11699. var renderState;
  11700. if ( renderStates.has( scene ) === false ) {
  11701. renderState = new WebGLRenderState();
  11702. renderStates.set( scene, new WeakMap() );
  11703. renderStates.get( scene ).set( camera, renderState );
  11704. scene.addEventListener( 'dispose', onSceneDispose );
  11705. } else {
  11706. if ( renderStates.get( scene ).has( camera ) === false ) {
  11707. renderState = new WebGLRenderState();
  11708. renderStates.get( scene ).set( camera, renderState );
  11709. } else {
  11710. renderState = renderStates.get( scene ).get( camera );
  11711. }
  11712. }
  11713. return renderState;
  11714. }
  11715. function dispose() {
  11716. renderStates = new WeakMap();
  11717. }
  11718. return {
  11719. get: get,
  11720. dispose: dispose
  11721. };
  11722. }
  11723. /**
  11724. * @author mrdoob / http://mrdoob.com/
  11725. * @author alteredq / http://alteredqualia.com/
  11726. * @author bhouston / https://clara.io
  11727. * @author WestLangley / http://github.com/WestLangley
  11728. *
  11729. * parameters = {
  11730. *
  11731. * opacity: <float>,
  11732. *
  11733. * map: new THREE.Texture( <Image> ),
  11734. *
  11735. * alphaMap: new THREE.Texture( <Image> ),
  11736. *
  11737. * displacementMap: new THREE.Texture( <Image> ),
  11738. * displacementScale: <float>,
  11739. * displacementBias: <float>,
  11740. *
  11741. * wireframe: <boolean>,
  11742. * wireframeLinewidth: <float>
  11743. * }
  11744. */
  11745. function MeshDepthMaterial( parameters ) {
  11746. Material.call( this );
  11747. this.type = 'MeshDepthMaterial';
  11748. this.depthPacking = BasicDepthPacking;
  11749. this.skinning = false;
  11750. this.morphTargets = false;
  11751. this.map = null;
  11752. this.alphaMap = null;
  11753. this.displacementMap = null;
  11754. this.displacementScale = 1;
  11755. this.displacementBias = 0;
  11756. this.wireframe = false;
  11757. this.wireframeLinewidth = 1;
  11758. this.fog = false;
  11759. this.setValues( parameters );
  11760. }
  11761. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11762. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11763. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11764. MeshDepthMaterial.prototype.copy = function ( source ) {
  11765. Material.prototype.copy.call( this, source );
  11766. this.depthPacking = source.depthPacking;
  11767. this.skinning = source.skinning;
  11768. this.morphTargets = source.morphTargets;
  11769. this.map = source.map;
  11770. this.alphaMap = source.alphaMap;
  11771. this.displacementMap = source.displacementMap;
  11772. this.displacementScale = source.displacementScale;
  11773. this.displacementBias = source.displacementBias;
  11774. this.wireframe = source.wireframe;
  11775. this.wireframeLinewidth = source.wireframeLinewidth;
  11776. return this;
  11777. };
  11778. /**
  11779. * @author WestLangley / http://github.com/WestLangley
  11780. *
  11781. * parameters = {
  11782. *
  11783. * referencePosition: <float>,
  11784. * nearDistance: <float>,
  11785. * farDistance: <float>,
  11786. *
  11787. * skinning: <bool>,
  11788. * morphTargets: <bool>,
  11789. *
  11790. * map: new THREE.Texture( <Image> ),
  11791. *
  11792. * alphaMap: new THREE.Texture( <Image> ),
  11793. *
  11794. * displacementMap: new THREE.Texture( <Image> ),
  11795. * displacementScale: <float>,
  11796. * displacementBias: <float>
  11797. *
  11798. * }
  11799. */
  11800. function MeshDistanceMaterial( parameters ) {
  11801. Material.call( this );
  11802. this.type = 'MeshDistanceMaterial';
  11803. this.referencePosition = new Vector3();
  11804. this.nearDistance = 1;
  11805. this.farDistance = 1000;
  11806. this.skinning = false;
  11807. this.morphTargets = false;
  11808. this.map = null;
  11809. this.alphaMap = null;
  11810. this.displacementMap = null;
  11811. this.displacementScale = 1;
  11812. this.displacementBias = 0;
  11813. this.fog = false;
  11814. this.setValues( parameters );
  11815. }
  11816. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11817. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11818. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11819. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11820. Material.prototype.copy.call( this, source );
  11821. this.referencePosition.copy( source.referencePosition );
  11822. this.nearDistance = source.nearDistance;
  11823. this.farDistance = source.farDistance;
  11824. this.skinning = source.skinning;
  11825. this.morphTargets = source.morphTargets;
  11826. this.map = source.map;
  11827. this.alphaMap = source.alphaMap;
  11828. this.displacementMap = source.displacementMap;
  11829. this.displacementScale = source.displacementScale;
  11830. this.displacementBias = source.displacementBias;
  11831. return this;
  11832. };
  11833. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11834. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11835. /**
  11836. * @author alteredq / http://alteredqualia.com/
  11837. * @author mrdoob / http://mrdoob.com/
  11838. */
  11839. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11840. var _frustum = new Frustum(),
  11841. _shadowMapSize = new Vector2(),
  11842. _viewportSize = new Vector2(),
  11843. _viewport = new Vector4(),
  11844. _depthMaterials = [],
  11845. _distanceMaterials = [],
  11846. _materialCache = {};
  11847. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11848. var shadowMaterialVertical = new ShaderMaterial( {
  11849. defines: {
  11850. SAMPLE_RATE: 2.0 / 8.0,
  11851. HALF_SAMPLE_RATE: 1.0 / 8.0
  11852. },
  11853. uniforms: {
  11854. shadow_pass: { value: null },
  11855. resolution: { value: new Vector2() },
  11856. radius: { value: 4.0 }
  11857. },
  11858. vertexShader: vsm_vert,
  11859. fragmentShader: vsm_frag
  11860. } );
  11861. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11862. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11863. var fullScreenTri = new BufferGeometry();
  11864. fullScreenTri.setAttribute(
  11865. "position",
  11866. new BufferAttribute(
  11867. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11868. 3
  11869. )
  11870. );
  11871. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11872. var scope = this;
  11873. this.enabled = false;
  11874. this.autoUpdate = true;
  11875. this.needsUpdate = false;
  11876. this.type = PCFShadowMap;
  11877. this.render = function ( lights, scene, camera ) {
  11878. if ( scope.enabled === false ) { return; }
  11879. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11880. if ( lights.length === 0 ) { return; }
  11881. var currentRenderTarget = _renderer.getRenderTarget();
  11882. var activeCubeFace = _renderer.getActiveCubeFace();
  11883. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11884. var _state = _renderer.state;
  11885. // Set GL state for depth map.
  11886. _state.setBlending( NoBlending );
  11887. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11888. _state.buffers.depth.setTest( true );
  11889. _state.setScissorTest( false );
  11890. // render depth map
  11891. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11892. var light = lights[ i ];
  11893. var shadow = light.shadow;
  11894. if ( shadow === undefined ) {
  11895. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11896. continue;
  11897. }
  11898. _shadowMapSize.copy( shadow.mapSize );
  11899. var shadowFrameExtents = shadow.getFrameExtents();
  11900. _shadowMapSize.multiply( shadowFrameExtents );
  11901. _viewportSize.copy( shadow.mapSize );
  11902. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11903. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11904. if ( _shadowMapSize.x > maxTextureSize ) {
  11905. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11906. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11907. shadow.mapSize.x = _viewportSize.x;
  11908. }
  11909. if ( _shadowMapSize.y > maxTextureSize ) {
  11910. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11911. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11912. shadow.mapSize.y = _viewportSize.y;
  11913. }
  11914. }
  11915. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11916. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11917. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11918. shadow.map.texture.name = light.name + ".shadowMap";
  11919. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11920. shadow.camera.updateProjectionMatrix();
  11921. }
  11922. if ( shadow.map === null ) {
  11923. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11924. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11925. shadow.map.texture.name = light.name + ".shadowMap";
  11926. shadow.camera.updateProjectionMatrix();
  11927. }
  11928. _renderer.setRenderTarget( shadow.map );
  11929. _renderer.clear();
  11930. var viewportCount = shadow.getViewportCount();
  11931. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11932. var viewport = shadow.getViewport( vp );
  11933. _viewport.set(
  11934. _viewportSize.x * viewport.x,
  11935. _viewportSize.y * viewport.y,
  11936. _viewportSize.x * viewport.z,
  11937. _viewportSize.y * viewport.w
  11938. );
  11939. _state.viewport( _viewport );
  11940. shadow.updateMatrices( light, vp );
  11941. _frustum = shadow.getFrustum();
  11942. renderObject( scene, camera, shadow.camera, light, this.type );
  11943. }
  11944. // do blur pass for VSM
  11945. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11946. VSMPass( shadow, camera );
  11947. }
  11948. }
  11949. scope.needsUpdate = false;
  11950. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11951. };
  11952. function VSMPass( shadow, camera ) {
  11953. var geometry = _objects.update( fullScreenMesh );
  11954. // vertical pass
  11955. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11956. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11957. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11958. _renderer.setRenderTarget( shadow.mapPass );
  11959. _renderer.clear();
  11960. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11961. // horizonal pass
  11962. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11963. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11964. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11965. _renderer.setRenderTarget( shadow.map );
  11966. _renderer.clear();
  11967. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11968. }
  11969. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11970. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11971. var material = _depthMaterials[ index ];
  11972. if ( material === undefined ) {
  11973. material = new MeshDepthMaterial( {
  11974. depthPacking: RGBADepthPacking,
  11975. morphTargets: useMorphing,
  11976. skinning: useSkinning
  11977. } );
  11978. _depthMaterials[ index ] = material;
  11979. }
  11980. return material;
  11981. }
  11982. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11983. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11984. var material = _distanceMaterials[ index ];
  11985. if ( material === undefined ) {
  11986. material = new MeshDistanceMaterial( {
  11987. morphTargets: useMorphing,
  11988. skinning: useSkinning
  11989. } );
  11990. _distanceMaterials[ index ] = material;
  11991. }
  11992. return material;
  11993. }
  11994. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11995. var geometry = object.geometry;
  11996. var result = null;
  11997. var getMaterialVariant = getDepthMaterialVariant;
  11998. var customMaterial = object.customDepthMaterial;
  11999. if ( light.isPointLight === true ) {
  12000. getMaterialVariant = getDistanceMaterialVariant;
  12001. customMaterial = object.customDistanceMaterial;
  12002. }
  12003. if ( customMaterial === undefined ) {
  12004. var useMorphing = false;
  12005. if ( material.morphTargets === true ) {
  12006. if ( geometry.isBufferGeometry === true ) {
  12007. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12008. } else if ( geometry.isGeometry === true ) {
  12009. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12010. }
  12011. }
  12012. var useSkinning = false;
  12013. if ( object.isSkinnedMesh === true ) {
  12014. if ( material.skinning === true ) {
  12015. useSkinning = true;
  12016. } else {
  12017. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12018. }
  12019. }
  12020. var useInstancing = object.isInstancedMesh === true;
  12021. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12022. } else {
  12023. result = customMaterial;
  12024. }
  12025. if ( _renderer.localClippingEnabled &&
  12026. material.clipShadows === true &&
  12027. material.clippingPlanes.length !== 0 ) {
  12028. // in this case we need a unique material instance reflecting the
  12029. // appropriate state
  12030. var keyA = result.uuid, keyB = material.uuid;
  12031. var materialsForVariant = _materialCache[ keyA ];
  12032. if ( materialsForVariant === undefined ) {
  12033. materialsForVariant = {};
  12034. _materialCache[ keyA ] = materialsForVariant;
  12035. }
  12036. var cachedMaterial = materialsForVariant[ keyB ];
  12037. if ( cachedMaterial === undefined ) {
  12038. cachedMaterial = result.clone();
  12039. materialsForVariant[ keyB ] = cachedMaterial;
  12040. }
  12041. result = cachedMaterial;
  12042. }
  12043. result.visible = material.visible;
  12044. result.wireframe = material.wireframe;
  12045. if ( type === VSMShadowMap ) {
  12046. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12047. } else {
  12048. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12049. }
  12050. result.clipShadows = material.clipShadows;
  12051. result.clippingPlanes = material.clippingPlanes;
  12052. result.clipIntersection = material.clipIntersection;
  12053. result.wireframeLinewidth = material.wireframeLinewidth;
  12054. result.linewidth = material.linewidth;
  12055. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12056. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12057. result.nearDistance = shadowCameraNear;
  12058. result.farDistance = shadowCameraFar;
  12059. }
  12060. return result;
  12061. }
  12062. function renderObject( object, camera, shadowCamera, light, type ) {
  12063. if ( object.visible === false ) { return; }
  12064. var visible = object.layers.test( camera.layers );
  12065. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12066. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12067. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12068. var geometry = _objects.update( object );
  12069. var material = object.material;
  12070. if ( Array.isArray( material ) ) {
  12071. var groups = geometry.groups;
  12072. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12073. var group = groups[ k ];
  12074. var groupMaterial = material[ group.materialIndex ];
  12075. if ( groupMaterial && groupMaterial.visible ) {
  12076. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12077. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12078. }
  12079. }
  12080. } else if ( material.visible ) {
  12081. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12082. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12083. }
  12084. }
  12085. }
  12086. var children = object.children;
  12087. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12088. renderObject( children[ i ], camera, shadowCamera, light, type );
  12089. }
  12090. }
  12091. }
  12092. /**
  12093. * @author mrdoob / http://mrdoob.com/
  12094. */
  12095. function WebGLState( gl, extensions, capabilities ) {
  12096. var isWebGL2 = capabilities.isWebGL2;
  12097. function ColorBuffer() {
  12098. var locked = false;
  12099. var color = new Vector4();
  12100. var currentColorMask = null;
  12101. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12102. return {
  12103. setMask: function ( colorMask ) {
  12104. if ( currentColorMask !== colorMask && ! locked ) {
  12105. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12106. currentColorMask = colorMask;
  12107. }
  12108. },
  12109. setLocked: function ( lock ) {
  12110. locked = lock;
  12111. },
  12112. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12113. if ( premultipliedAlpha === true ) {
  12114. r *= a; g *= a; b *= a;
  12115. }
  12116. color.set( r, g, b, a );
  12117. if ( currentColorClear.equals( color ) === false ) {
  12118. gl.clearColor( r, g, b, a );
  12119. currentColorClear.copy( color );
  12120. }
  12121. },
  12122. reset: function () {
  12123. locked = false;
  12124. currentColorMask = null;
  12125. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12126. }
  12127. };
  12128. }
  12129. function DepthBuffer() {
  12130. var locked = false;
  12131. var currentDepthMask = null;
  12132. var currentDepthFunc = null;
  12133. var currentDepthClear = null;
  12134. return {
  12135. setTest: function ( depthTest ) {
  12136. if ( depthTest ) {
  12137. enable( 2929 );
  12138. } else {
  12139. disable( 2929 );
  12140. }
  12141. },
  12142. setMask: function ( depthMask ) {
  12143. if ( currentDepthMask !== depthMask && ! locked ) {
  12144. gl.depthMask( depthMask );
  12145. currentDepthMask = depthMask;
  12146. }
  12147. },
  12148. setFunc: function ( depthFunc ) {
  12149. if ( currentDepthFunc !== depthFunc ) {
  12150. if ( depthFunc ) {
  12151. switch ( depthFunc ) {
  12152. case NeverDepth:
  12153. gl.depthFunc( 512 );
  12154. break;
  12155. case AlwaysDepth:
  12156. gl.depthFunc( 519 );
  12157. break;
  12158. case LessDepth:
  12159. gl.depthFunc( 513 );
  12160. break;
  12161. case LessEqualDepth:
  12162. gl.depthFunc( 515 );
  12163. break;
  12164. case EqualDepth:
  12165. gl.depthFunc( 514 );
  12166. break;
  12167. case GreaterEqualDepth:
  12168. gl.depthFunc( 518 );
  12169. break;
  12170. case GreaterDepth:
  12171. gl.depthFunc( 516 );
  12172. break;
  12173. case NotEqualDepth:
  12174. gl.depthFunc( 517 );
  12175. break;
  12176. default:
  12177. gl.depthFunc( 515 );
  12178. }
  12179. } else {
  12180. gl.depthFunc( 515 );
  12181. }
  12182. currentDepthFunc = depthFunc;
  12183. }
  12184. },
  12185. setLocked: function ( lock ) {
  12186. locked = lock;
  12187. },
  12188. setClear: function ( depth ) {
  12189. if ( currentDepthClear !== depth ) {
  12190. gl.clearDepth( depth );
  12191. currentDepthClear = depth;
  12192. }
  12193. },
  12194. reset: function () {
  12195. locked = false;
  12196. currentDepthMask = null;
  12197. currentDepthFunc = null;
  12198. currentDepthClear = null;
  12199. }
  12200. };
  12201. }
  12202. function StencilBuffer() {
  12203. var locked = false;
  12204. var currentStencilMask = null;
  12205. var currentStencilFunc = null;
  12206. var currentStencilRef = null;
  12207. var currentStencilFuncMask = null;
  12208. var currentStencilFail = null;
  12209. var currentStencilZFail = null;
  12210. var currentStencilZPass = null;
  12211. var currentStencilClear = null;
  12212. return {
  12213. setTest: function ( stencilTest ) {
  12214. if ( ! locked ) {
  12215. if ( stencilTest ) {
  12216. enable( 2960 );
  12217. } else {
  12218. disable( 2960 );
  12219. }
  12220. }
  12221. },
  12222. setMask: function ( stencilMask ) {
  12223. if ( currentStencilMask !== stencilMask && ! locked ) {
  12224. gl.stencilMask( stencilMask );
  12225. currentStencilMask = stencilMask;
  12226. }
  12227. },
  12228. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12229. if ( currentStencilFunc !== stencilFunc ||
  12230. currentStencilRef !== stencilRef ||
  12231. currentStencilFuncMask !== stencilMask ) {
  12232. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12233. currentStencilFunc = stencilFunc;
  12234. currentStencilRef = stencilRef;
  12235. currentStencilFuncMask = stencilMask;
  12236. }
  12237. },
  12238. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12239. if ( currentStencilFail !== stencilFail ||
  12240. currentStencilZFail !== stencilZFail ||
  12241. currentStencilZPass !== stencilZPass ) {
  12242. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12243. currentStencilFail = stencilFail;
  12244. currentStencilZFail = stencilZFail;
  12245. currentStencilZPass = stencilZPass;
  12246. }
  12247. },
  12248. setLocked: function ( lock ) {
  12249. locked = lock;
  12250. },
  12251. setClear: function ( stencil ) {
  12252. if ( currentStencilClear !== stencil ) {
  12253. gl.clearStencil( stencil );
  12254. currentStencilClear = stencil;
  12255. }
  12256. },
  12257. reset: function () {
  12258. locked = false;
  12259. currentStencilMask = null;
  12260. currentStencilFunc = null;
  12261. currentStencilRef = null;
  12262. currentStencilFuncMask = null;
  12263. currentStencilFail = null;
  12264. currentStencilZFail = null;
  12265. currentStencilZPass = null;
  12266. currentStencilClear = null;
  12267. }
  12268. };
  12269. }
  12270. //
  12271. var colorBuffer = new ColorBuffer();
  12272. var depthBuffer = new DepthBuffer();
  12273. var stencilBuffer = new StencilBuffer();
  12274. var maxVertexAttributes = gl.getParameter( 34921 );
  12275. var newAttributes = new Uint8Array( maxVertexAttributes );
  12276. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12277. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12278. var enabledCapabilities = {};
  12279. var currentProgram = null;
  12280. var currentBlendingEnabled = null;
  12281. var currentBlending = null;
  12282. var currentBlendEquation = null;
  12283. var currentBlendSrc = null;
  12284. var currentBlendDst = null;
  12285. var currentBlendEquationAlpha = null;
  12286. var currentBlendSrcAlpha = null;
  12287. var currentBlendDstAlpha = null;
  12288. var currentPremultipledAlpha = false;
  12289. var currentFlipSided = null;
  12290. var currentCullFace = null;
  12291. var currentLineWidth = null;
  12292. var currentPolygonOffsetFactor = null;
  12293. var currentPolygonOffsetUnits = null;
  12294. var maxTextures = gl.getParameter( 35661 );
  12295. var lineWidthAvailable = false;
  12296. var version = 0;
  12297. var glVersion = gl.getParameter( 7938 );
  12298. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12299. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12300. lineWidthAvailable = ( version >= 1.0 );
  12301. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12302. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12303. lineWidthAvailable = ( version >= 2.0 );
  12304. }
  12305. var currentTextureSlot = null;
  12306. var currentBoundTextures = {};
  12307. var currentScissor = new Vector4();
  12308. var currentViewport = new Vector4();
  12309. function createTexture( type, target, count ) {
  12310. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12311. var texture = gl.createTexture();
  12312. gl.bindTexture( type, texture );
  12313. gl.texParameteri( type, 10241, 9728 );
  12314. gl.texParameteri( type, 10240, 9728 );
  12315. for ( var i = 0; i < count; i ++ ) {
  12316. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12317. }
  12318. return texture;
  12319. }
  12320. var emptyTextures = {};
  12321. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12322. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12323. // init
  12324. colorBuffer.setClear( 0, 0, 0, 1 );
  12325. depthBuffer.setClear( 1 );
  12326. stencilBuffer.setClear( 0 );
  12327. enable( 2929 );
  12328. depthBuffer.setFunc( LessEqualDepth );
  12329. setFlipSided( false );
  12330. setCullFace( CullFaceBack );
  12331. enable( 2884 );
  12332. setBlending( NoBlending );
  12333. //
  12334. function initAttributes() {
  12335. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12336. newAttributes[ i ] = 0;
  12337. }
  12338. }
  12339. function enableAttribute( attribute ) {
  12340. enableAttributeAndDivisor( attribute, 0 );
  12341. }
  12342. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12343. newAttributes[ attribute ] = 1;
  12344. if ( enabledAttributes[ attribute ] === 0 ) {
  12345. gl.enableVertexAttribArray( attribute );
  12346. enabledAttributes[ attribute ] = 1;
  12347. }
  12348. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12349. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12350. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12351. attributeDivisors[ attribute ] = meshPerAttribute;
  12352. }
  12353. }
  12354. function disableUnusedAttributes() {
  12355. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12356. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12357. gl.disableVertexAttribArray( i );
  12358. enabledAttributes[ i ] = 0;
  12359. }
  12360. }
  12361. }
  12362. function enable( id ) {
  12363. if ( enabledCapabilities[ id ] !== true ) {
  12364. gl.enable( id );
  12365. enabledCapabilities[ id ] = true;
  12366. }
  12367. }
  12368. function disable( id ) {
  12369. if ( enabledCapabilities[ id ] !== false ) {
  12370. gl.disable( id );
  12371. enabledCapabilities[ id ] = false;
  12372. }
  12373. }
  12374. function useProgram( program ) {
  12375. if ( currentProgram !== program ) {
  12376. gl.useProgram( program );
  12377. currentProgram = program;
  12378. return true;
  12379. }
  12380. return false;
  12381. }
  12382. var equationToGL = {};
  12383. equationToGL[ AddEquation ] = 32774;
  12384. equationToGL[ SubtractEquation ] = 32778;
  12385. equationToGL[ ReverseSubtractEquation ] = 32779;
  12386. if ( isWebGL2 ) {
  12387. equationToGL[ MinEquation ] = 32775;
  12388. equationToGL[ MaxEquation ] = 32776;
  12389. } else {
  12390. var extension = extensions.get( 'EXT_blend_minmax' );
  12391. if ( extension !== null ) {
  12392. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12393. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12394. }
  12395. }
  12396. var factorToGL = {};
  12397. factorToGL[ ZeroFactor ] = 0;
  12398. factorToGL[ OneFactor ] = 1;
  12399. factorToGL[ SrcColorFactor ] = 768;
  12400. factorToGL[ SrcAlphaFactor ] = 770;
  12401. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12402. factorToGL[ DstColorFactor ] = 774;
  12403. factorToGL[ DstAlphaFactor ] = 772;
  12404. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12405. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12406. factorToGL[ OneMinusDstColorFactor ] = 775;
  12407. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12408. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12409. if ( blending === NoBlending ) {
  12410. if ( currentBlendingEnabled ) {
  12411. disable( 3042 );
  12412. currentBlendingEnabled = false;
  12413. }
  12414. return;
  12415. }
  12416. if ( ! currentBlendingEnabled ) {
  12417. enable( 3042 );
  12418. currentBlendingEnabled = true;
  12419. }
  12420. if ( blending !== CustomBlending ) {
  12421. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12422. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12423. gl.blendEquation( 32774 );
  12424. currentBlendEquation = AddEquation;
  12425. currentBlendEquationAlpha = AddEquation;
  12426. }
  12427. if ( premultipliedAlpha ) {
  12428. switch ( blending ) {
  12429. case NormalBlending:
  12430. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12431. break;
  12432. case AdditiveBlending:
  12433. gl.blendFunc( 1, 1 );
  12434. break;
  12435. case SubtractiveBlending:
  12436. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12437. break;
  12438. case MultiplyBlending:
  12439. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12440. break;
  12441. default:
  12442. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12443. break;
  12444. }
  12445. } else {
  12446. switch ( blending ) {
  12447. case NormalBlending:
  12448. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12449. break;
  12450. case AdditiveBlending:
  12451. gl.blendFunc( 770, 1 );
  12452. break;
  12453. case SubtractiveBlending:
  12454. gl.blendFunc( 0, 769 );
  12455. break;
  12456. case MultiplyBlending:
  12457. gl.blendFunc( 0, 768 );
  12458. break;
  12459. default:
  12460. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12461. break;
  12462. }
  12463. }
  12464. currentBlendSrc = null;
  12465. currentBlendDst = null;
  12466. currentBlendSrcAlpha = null;
  12467. currentBlendDstAlpha = null;
  12468. currentBlending = blending;
  12469. currentPremultipledAlpha = premultipliedAlpha;
  12470. }
  12471. return;
  12472. }
  12473. // custom blending
  12474. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12475. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12476. blendDstAlpha = blendDstAlpha || blendDst;
  12477. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12478. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12479. currentBlendEquation = blendEquation;
  12480. currentBlendEquationAlpha = blendEquationAlpha;
  12481. }
  12482. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12483. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12484. currentBlendSrc = blendSrc;
  12485. currentBlendDst = blendDst;
  12486. currentBlendSrcAlpha = blendSrcAlpha;
  12487. currentBlendDstAlpha = blendDstAlpha;
  12488. }
  12489. currentBlending = blending;
  12490. currentPremultipledAlpha = null;
  12491. }
  12492. function setMaterial( material, frontFaceCW ) {
  12493. material.side === DoubleSide
  12494. ? disable( 2884 )
  12495. : enable( 2884 );
  12496. var flipSided = ( material.side === BackSide );
  12497. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12498. setFlipSided( flipSided );
  12499. ( material.blending === NormalBlending && material.transparent === false )
  12500. ? setBlending( NoBlending )
  12501. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12502. depthBuffer.setFunc( material.depthFunc );
  12503. depthBuffer.setTest( material.depthTest );
  12504. depthBuffer.setMask( material.depthWrite );
  12505. colorBuffer.setMask( material.colorWrite );
  12506. var stencilWrite = material.stencilWrite;
  12507. stencilBuffer.setTest( stencilWrite );
  12508. if ( stencilWrite ) {
  12509. stencilBuffer.setMask( material.stencilWriteMask );
  12510. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12511. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12512. }
  12513. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12514. }
  12515. //
  12516. function setFlipSided( flipSided ) {
  12517. if ( currentFlipSided !== flipSided ) {
  12518. if ( flipSided ) {
  12519. gl.frontFace( 2304 );
  12520. } else {
  12521. gl.frontFace( 2305 );
  12522. }
  12523. currentFlipSided = flipSided;
  12524. }
  12525. }
  12526. function setCullFace( cullFace ) {
  12527. if ( cullFace !== CullFaceNone ) {
  12528. enable( 2884 );
  12529. if ( cullFace !== currentCullFace ) {
  12530. if ( cullFace === CullFaceBack ) {
  12531. gl.cullFace( 1029 );
  12532. } else if ( cullFace === CullFaceFront ) {
  12533. gl.cullFace( 1028 );
  12534. } else {
  12535. gl.cullFace( 1032 );
  12536. }
  12537. }
  12538. } else {
  12539. disable( 2884 );
  12540. }
  12541. currentCullFace = cullFace;
  12542. }
  12543. function setLineWidth( width ) {
  12544. if ( width !== currentLineWidth ) {
  12545. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12546. currentLineWidth = width;
  12547. }
  12548. }
  12549. function setPolygonOffset( polygonOffset, factor, units ) {
  12550. if ( polygonOffset ) {
  12551. enable( 32823 );
  12552. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12553. gl.polygonOffset( factor, units );
  12554. currentPolygonOffsetFactor = factor;
  12555. currentPolygonOffsetUnits = units;
  12556. }
  12557. } else {
  12558. disable( 32823 );
  12559. }
  12560. }
  12561. function setScissorTest( scissorTest ) {
  12562. if ( scissorTest ) {
  12563. enable( 3089 );
  12564. } else {
  12565. disable( 3089 );
  12566. }
  12567. }
  12568. // texture
  12569. function activeTexture( webglSlot ) {
  12570. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12571. if ( currentTextureSlot !== webglSlot ) {
  12572. gl.activeTexture( webglSlot );
  12573. currentTextureSlot = webglSlot;
  12574. }
  12575. }
  12576. function bindTexture( webglType, webglTexture ) {
  12577. if ( currentTextureSlot === null ) {
  12578. activeTexture();
  12579. }
  12580. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12581. if ( boundTexture === undefined ) {
  12582. boundTexture = { type: undefined, texture: undefined };
  12583. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12584. }
  12585. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12586. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12587. boundTexture.type = webglType;
  12588. boundTexture.texture = webglTexture;
  12589. }
  12590. }
  12591. function unbindTexture() {
  12592. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12593. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12594. gl.bindTexture( boundTexture.type, null );
  12595. boundTexture.type = undefined;
  12596. boundTexture.texture = undefined;
  12597. }
  12598. }
  12599. function compressedTexImage2D() {
  12600. try {
  12601. gl.compressedTexImage2D.apply( gl, arguments );
  12602. } catch ( error ) {
  12603. console.error( 'THREE.WebGLState:', error );
  12604. }
  12605. }
  12606. function texImage2D() {
  12607. try {
  12608. gl.texImage2D.apply( gl, arguments );
  12609. } catch ( error ) {
  12610. console.error( 'THREE.WebGLState:', error );
  12611. }
  12612. }
  12613. function texImage3D() {
  12614. try {
  12615. gl.texImage3D.apply( gl, arguments );
  12616. } catch ( error ) {
  12617. console.error( 'THREE.WebGLState:', error );
  12618. }
  12619. }
  12620. //
  12621. function scissor( scissor ) {
  12622. if ( currentScissor.equals( scissor ) === false ) {
  12623. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12624. currentScissor.copy( scissor );
  12625. }
  12626. }
  12627. function viewport( viewport ) {
  12628. if ( currentViewport.equals( viewport ) === false ) {
  12629. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12630. currentViewport.copy( viewport );
  12631. }
  12632. }
  12633. //
  12634. function reset() {
  12635. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12636. if ( enabledAttributes[ i ] === 1 ) {
  12637. gl.disableVertexAttribArray( i );
  12638. enabledAttributes[ i ] = 0;
  12639. }
  12640. }
  12641. enabledCapabilities = {};
  12642. currentTextureSlot = null;
  12643. currentBoundTextures = {};
  12644. currentProgram = null;
  12645. currentBlending = null;
  12646. currentFlipSided = null;
  12647. currentCullFace = null;
  12648. colorBuffer.reset();
  12649. depthBuffer.reset();
  12650. stencilBuffer.reset();
  12651. }
  12652. return {
  12653. buffers: {
  12654. color: colorBuffer,
  12655. depth: depthBuffer,
  12656. stencil: stencilBuffer
  12657. },
  12658. initAttributes: initAttributes,
  12659. enableAttribute: enableAttribute,
  12660. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12661. disableUnusedAttributes: disableUnusedAttributes,
  12662. enable: enable,
  12663. disable: disable,
  12664. useProgram: useProgram,
  12665. setBlending: setBlending,
  12666. setMaterial: setMaterial,
  12667. setFlipSided: setFlipSided,
  12668. setCullFace: setCullFace,
  12669. setLineWidth: setLineWidth,
  12670. setPolygonOffset: setPolygonOffset,
  12671. setScissorTest: setScissorTest,
  12672. activeTexture: activeTexture,
  12673. bindTexture: bindTexture,
  12674. unbindTexture: unbindTexture,
  12675. compressedTexImage2D: compressedTexImage2D,
  12676. texImage2D: texImage2D,
  12677. texImage3D: texImage3D,
  12678. scissor: scissor,
  12679. viewport: viewport,
  12680. reset: reset
  12681. };
  12682. }
  12683. /**
  12684. * @author mrdoob / http://mrdoob.com/
  12685. */
  12686. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12687. var isWebGL2 = capabilities.isWebGL2;
  12688. var maxTextures = capabilities.maxTextures;
  12689. var maxCubemapSize = capabilities.maxCubemapSize;
  12690. var maxTextureSize = capabilities.maxTextureSize;
  12691. var maxSamples = capabilities.maxSamples;
  12692. var _videoTextures = new WeakMap();
  12693. var _canvas;
  12694. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12695. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12696. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12697. var useOffscreenCanvas = false;
  12698. try {
  12699. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12700. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12701. } catch ( err ) {
  12702. // Ignore any errors
  12703. }
  12704. function createCanvas( width, height ) {
  12705. // Use OffscreenCanvas when available. Specially needed in web workers
  12706. return useOffscreenCanvas ?
  12707. new OffscreenCanvas( width, height ) :
  12708. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12709. }
  12710. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12711. var scale = 1;
  12712. // handle case if texture exceeds max size
  12713. if ( image.width > maxSize || image.height > maxSize ) {
  12714. scale = maxSize / Math.max( image.width, image.height );
  12715. }
  12716. // only perform resize if necessary
  12717. if ( scale < 1 || needsPowerOfTwo === true ) {
  12718. // only perform resize for certain image types
  12719. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12720. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12721. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12722. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12723. var width = floor( scale * image.width );
  12724. var height = floor( scale * image.height );
  12725. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12726. // cube textures can't reuse the same canvas
  12727. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12728. canvas.width = width;
  12729. canvas.height = height;
  12730. var context = canvas.getContext( '2d' );
  12731. context.drawImage( image, 0, 0, width, height );
  12732. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12733. return canvas;
  12734. } else {
  12735. if ( 'data' in image ) {
  12736. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12737. }
  12738. return image;
  12739. }
  12740. }
  12741. return image;
  12742. }
  12743. function isPowerOfTwo( image ) {
  12744. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12745. }
  12746. function textureNeedsPowerOfTwo( texture ) {
  12747. if ( isWebGL2 ) { return false; }
  12748. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12749. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12750. }
  12751. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12752. return texture.generateMipmaps && supportsMips &&
  12753. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12754. }
  12755. function generateMipmap( target, texture, width, height ) {
  12756. _gl.generateMipmap( target );
  12757. var textureProperties = properties.get( texture );
  12758. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12759. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12760. }
  12761. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12762. if ( isWebGL2 === false ) { return glFormat; }
  12763. if ( internalFormatName !== null ) {
  12764. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12765. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12766. }
  12767. var internalFormat = glFormat;
  12768. if ( glFormat === 6403 ) {
  12769. if ( glType === 5126 ) { internalFormat = 33326; }
  12770. if ( glType === 5131 ) { internalFormat = 33325; }
  12771. if ( glType === 5121 ) { internalFormat = 33321; }
  12772. }
  12773. if ( glFormat === 6407 ) {
  12774. if ( glType === 5126 ) { internalFormat = 34837; }
  12775. if ( glType === 5131 ) { internalFormat = 34843; }
  12776. if ( glType === 5121 ) { internalFormat = 32849; }
  12777. }
  12778. if ( glFormat === 6408 ) {
  12779. if ( glType === 5126 ) { internalFormat = 34836; }
  12780. if ( glType === 5131 ) { internalFormat = 34842; }
  12781. if ( glType === 5121 ) { internalFormat = 32856; }
  12782. }
  12783. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12784. internalFormat === 34842 || internalFormat === 34836 ) {
  12785. extensions.get( 'EXT_color_buffer_float' );
  12786. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12787. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12788. }
  12789. return internalFormat;
  12790. }
  12791. // Fallback filters for non-power-of-2 textures
  12792. function filterFallback( f ) {
  12793. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12794. return 9728;
  12795. }
  12796. return 9729;
  12797. }
  12798. //
  12799. function onTextureDispose( event ) {
  12800. var texture = event.target;
  12801. texture.removeEventListener( 'dispose', onTextureDispose );
  12802. deallocateTexture( texture );
  12803. if ( texture.isVideoTexture ) {
  12804. _videoTextures.delete( texture );
  12805. }
  12806. info.memory.textures --;
  12807. }
  12808. function onRenderTargetDispose( event ) {
  12809. var renderTarget = event.target;
  12810. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12811. deallocateRenderTarget( renderTarget );
  12812. info.memory.textures --;
  12813. }
  12814. //
  12815. function deallocateTexture( texture ) {
  12816. var textureProperties = properties.get( texture );
  12817. if ( textureProperties.__webglInit === undefined ) { return; }
  12818. _gl.deleteTexture( textureProperties.__webglTexture );
  12819. properties.remove( texture );
  12820. }
  12821. function deallocateRenderTarget( renderTarget ) {
  12822. var renderTargetProperties = properties.get( renderTarget );
  12823. var textureProperties = properties.get( renderTarget.texture );
  12824. if ( ! renderTarget ) { return; }
  12825. if ( textureProperties.__webglTexture !== undefined ) {
  12826. _gl.deleteTexture( textureProperties.__webglTexture );
  12827. }
  12828. if ( renderTarget.depthTexture ) {
  12829. renderTarget.depthTexture.dispose();
  12830. }
  12831. if ( renderTarget.isWebGLRenderTargetCube ) {
  12832. for ( var i = 0; i < 6; i ++ ) {
  12833. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12834. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12835. }
  12836. } else {
  12837. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12838. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12839. }
  12840. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12841. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12842. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12843. info.memory.textures -= 2;
  12844. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12845. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12846. }
  12847. }
  12848. properties.remove( renderTarget.texture );
  12849. properties.remove( renderTarget );
  12850. }
  12851. //
  12852. var textureUnits = 0;
  12853. function resetTextureUnits() {
  12854. textureUnits = 0;
  12855. }
  12856. function allocateTextureUnit() {
  12857. var textureUnit = textureUnits;
  12858. if ( textureUnit >= maxTextures ) {
  12859. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12860. }
  12861. textureUnits += 1;
  12862. return textureUnit;
  12863. }
  12864. //
  12865. function setTexture2D( texture, slot ) {
  12866. var textureProperties = properties.get( texture );
  12867. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12868. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12869. var image = texture.image;
  12870. if ( image === undefined ) {
  12871. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12872. } else if ( image.complete === false ) {
  12873. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12874. } else {
  12875. uploadTexture( textureProperties, texture, slot );
  12876. return;
  12877. }
  12878. }
  12879. state.activeTexture( 33984 + slot );
  12880. state.bindTexture( 3553, textureProperties.__webglTexture );
  12881. }
  12882. function setTexture2DArray( texture, slot ) {
  12883. var textureProperties = properties.get( texture );
  12884. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12885. uploadTexture( textureProperties, texture, slot );
  12886. return;
  12887. }
  12888. state.activeTexture( 33984 + slot );
  12889. state.bindTexture( 35866, textureProperties.__webglTexture );
  12890. }
  12891. function setTexture3D( texture, slot ) {
  12892. var textureProperties = properties.get( texture );
  12893. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12894. uploadTexture( textureProperties, texture, slot );
  12895. return;
  12896. }
  12897. state.activeTexture( 33984 + slot );
  12898. state.bindTexture( 32879, textureProperties.__webglTexture );
  12899. }
  12900. function setTextureCube( texture, slot ) {
  12901. if ( texture.image.length !== 6 ) { return; }
  12902. var textureProperties = properties.get( texture );
  12903. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12904. initTexture( textureProperties, texture );
  12905. state.activeTexture( 33984 + slot );
  12906. state.bindTexture( 34067, textureProperties.__webglTexture );
  12907. _gl.pixelStorei( 37440, texture.flipY );
  12908. var isCompressed = ( texture && texture.isCompressedTexture );
  12909. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12910. var cubeImage = [];
  12911. for ( var i = 0; i < 6; i ++ ) {
  12912. if ( ! isCompressed && ! isDataTexture ) {
  12913. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  12914. } else {
  12915. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12916. }
  12917. }
  12918. var image = cubeImage[ 0 ],
  12919. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12920. glFormat = utils.convert( texture.format ),
  12921. glType = utils.convert( texture.type ),
  12922. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  12923. setTextureParameters( 34067, texture, supportsMips );
  12924. var mipmaps;
  12925. if ( isCompressed ) {
  12926. for ( var i = 0; i < 6; i ++ ) {
  12927. mipmaps = cubeImage[ i ].mipmaps;
  12928. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12929. var mipmap = mipmaps[ j ];
  12930. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12931. if ( glFormat !== null ) {
  12932. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12933. } else {
  12934. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12935. }
  12936. } else {
  12937. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12938. }
  12939. }
  12940. }
  12941. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12942. } else {
  12943. mipmaps = texture.mipmaps;
  12944. for ( var i = 0; i < 6; i ++ ) {
  12945. if ( isDataTexture ) {
  12946. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12947. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12948. var mipmap = mipmaps[ j ];
  12949. var mipmapImage = mipmap.image[ i ].image;
  12950. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12951. }
  12952. } else {
  12953. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12954. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12955. var mipmap = mipmaps[ j ];
  12956. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12957. }
  12958. }
  12959. }
  12960. textureProperties.__maxMipLevel = mipmaps.length;
  12961. }
  12962. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12963. // We assume images for cube map have the same size.
  12964. generateMipmap( 34067, texture, image.width, image.height );
  12965. }
  12966. textureProperties.__version = texture.version;
  12967. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12968. } else {
  12969. state.activeTexture( 33984 + slot );
  12970. state.bindTexture( 34067, textureProperties.__webglTexture );
  12971. }
  12972. }
  12973. function setTextureCubeDynamic( texture, slot ) {
  12974. state.activeTexture( 33984 + slot );
  12975. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12976. }
  12977. var wrappingToGL = {};
  12978. wrappingToGL[ RepeatWrapping ] = 10497;
  12979. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  12980. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  12981. var filterToGL = {};
  12982. filterToGL[ NearestFilter ] = 9728;
  12983. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  12984. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  12985. filterToGL[ LinearFilter ] = 9729;
  12986. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  12987. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  12988. function setTextureParameters( textureType, texture, supportsMips ) {
  12989. if ( supportsMips ) {
  12990. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  12991. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  12992. if ( textureType === 32879 || textureType === 35866 ) {
  12993. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  12994. }
  12995. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  12996. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  12997. } else {
  12998. _gl.texParameteri( textureType, 10242, 33071 );
  12999. _gl.texParameteri( textureType, 10243, 33071 );
  13000. if ( textureType === 32879 || textureType === 35866 ) {
  13001. _gl.texParameteri( textureType, 32882, 33071 );
  13002. }
  13003. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13004. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13005. }
  13006. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13007. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13008. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13009. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13010. }
  13011. }
  13012. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13013. if ( extension ) {
  13014. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13015. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13016. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13017. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13018. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13019. }
  13020. }
  13021. }
  13022. function initTexture( textureProperties, texture ) {
  13023. if ( textureProperties.__webglInit === undefined ) {
  13024. textureProperties.__webglInit = true;
  13025. texture.addEventListener( 'dispose', onTextureDispose );
  13026. textureProperties.__webglTexture = _gl.createTexture();
  13027. info.memory.textures ++;
  13028. }
  13029. }
  13030. function uploadTexture( textureProperties, texture, slot ) {
  13031. var textureType = 3553;
  13032. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13033. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13034. initTexture( textureProperties, texture );
  13035. state.activeTexture( 33984 + slot );
  13036. state.bindTexture( textureType, textureProperties.__webglTexture );
  13037. _gl.pixelStorei( 37440, texture.flipY );
  13038. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13039. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13040. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13041. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13042. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13043. glFormat = utils.convert( texture.format ),
  13044. glType = utils.convert( texture.type ),
  13045. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13046. setTextureParameters( textureType, texture, supportsMips );
  13047. var mipmap, mipmaps = texture.mipmaps;
  13048. if ( texture.isDepthTexture ) {
  13049. // populate depth texture with dummy data
  13050. glInternalFormat = 6402;
  13051. if ( texture.type === FloatType ) {
  13052. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13053. glInternalFormat = 36012;
  13054. } else if ( isWebGL2 ) {
  13055. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13056. glInternalFormat = 33189;
  13057. }
  13058. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13059. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13060. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13061. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13062. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13063. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13064. texture.type = UnsignedShortType;
  13065. glType = utils.convert( texture.type );
  13066. }
  13067. }
  13068. // Depth stencil textures need the DEPTH_STENCIL internal format
  13069. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13070. if ( texture.format === DepthStencilFormat ) {
  13071. glInternalFormat = 34041;
  13072. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13073. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13074. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13075. if ( texture.type !== UnsignedInt248Type ) {
  13076. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13077. texture.type = UnsignedInt248Type;
  13078. glType = utils.convert( texture.type );
  13079. }
  13080. }
  13081. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13082. } else if ( texture.isDataTexture ) {
  13083. // use manually created mipmaps if available
  13084. // if there are no manual mipmaps
  13085. // set 0 level mipmap and then use GL to generate other mipmap levels
  13086. if ( mipmaps.length > 0 && supportsMips ) {
  13087. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13088. mipmap = mipmaps[ i ];
  13089. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13090. }
  13091. texture.generateMipmaps = false;
  13092. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13093. } else {
  13094. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13095. textureProperties.__maxMipLevel = 0;
  13096. }
  13097. } else if ( texture.isCompressedTexture ) {
  13098. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13099. mipmap = mipmaps[ i ];
  13100. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13101. if ( glFormat !== null ) {
  13102. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13103. } else {
  13104. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13105. }
  13106. } else {
  13107. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13108. }
  13109. }
  13110. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13111. } else if ( texture.isDataTexture2DArray ) {
  13112. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13113. textureProperties.__maxMipLevel = 0;
  13114. } else if ( texture.isDataTexture3D ) {
  13115. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13116. textureProperties.__maxMipLevel = 0;
  13117. } else {
  13118. // regular Texture (image, video, canvas)
  13119. // use manually created mipmaps if available
  13120. // if there are no manual mipmaps
  13121. // set 0 level mipmap and then use GL to generate other mipmap levels
  13122. if ( mipmaps.length > 0 && supportsMips ) {
  13123. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13124. mipmap = mipmaps[ i ];
  13125. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13126. }
  13127. texture.generateMipmaps = false;
  13128. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13129. } else {
  13130. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13131. textureProperties.__maxMipLevel = 0;
  13132. }
  13133. }
  13134. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13135. generateMipmap( textureType, texture, image.width, image.height );
  13136. }
  13137. textureProperties.__version = texture.version;
  13138. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13139. }
  13140. // Render targets
  13141. // Setup storage for target texture and bind it to correct framebuffer
  13142. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13143. var glFormat = utils.convert( renderTarget.texture.format );
  13144. var glType = utils.convert( renderTarget.texture.type );
  13145. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13146. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13147. _gl.bindFramebuffer( 36160, framebuffer );
  13148. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13149. _gl.bindFramebuffer( 36160, null );
  13150. }
  13151. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13152. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13153. _gl.bindRenderbuffer( 36161, renderbuffer );
  13154. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13155. if ( isMultisample ) {
  13156. var samples = getRenderTargetSamples( renderTarget );
  13157. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13158. } else {
  13159. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13160. }
  13161. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13162. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13163. if ( isMultisample ) {
  13164. var samples = getRenderTargetSamples( renderTarget );
  13165. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13166. } else {
  13167. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13168. }
  13169. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13170. } else {
  13171. var glFormat = utils.convert( renderTarget.texture.format );
  13172. var glType = utils.convert( renderTarget.texture.type );
  13173. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13174. if ( isMultisample ) {
  13175. var samples = getRenderTargetSamples( renderTarget );
  13176. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13177. } else {
  13178. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13179. }
  13180. }
  13181. _gl.bindRenderbuffer( 36161, null );
  13182. }
  13183. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13184. function setupDepthTexture( framebuffer, renderTarget ) {
  13185. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13186. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13187. _gl.bindFramebuffer( 36160, framebuffer );
  13188. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13189. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13190. }
  13191. // upload an empty depth texture with framebuffer size
  13192. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13193. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13194. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13195. renderTarget.depthTexture.image.width = renderTarget.width;
  13196. renderTarget.depthTexture.image.height = renderTarget.height;
  13197. renderTarget.depthTexture.needsUpdate = true;
  13198. }
  13199. setTexture2D( renderTarget.depthTexture, 0 );
  13200. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13201. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13202. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13203. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13204. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13205. } else {
  13206. throw new Error( 'Unknown depthTexture format' );
  13207. }
  13208. }
  13209. // Setup GL resources for a non-texture depth buffer
  13210. function setupDepthRenderbuffer( renderTarget ) {
  13211. var renderTargetProperties = properties.get( renderTarget );
  13212. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13213. if ( renderTarget.depthTexture ) {
  13214. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13215. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13216. } else {
  13217. if ( isCube ) {
  13218. renderTargetProperties.__webglDepthbuffer = [];
  13219. for ( var i = 0; i < 6; i ++ ) {
  13220. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13221. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13222. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13223. }
  13224. } else {
  13225. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13226. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13227. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13228. }
  13229. }
  13230. _gl.bindFramebuffer( 36160, null );
  13231. }
  13232. // Set up GL resources for the render target
  13233. function setupRenderTarget( renderTarget ) {
  13234. var renderTargetProperties = properties.get( renderTarget );
  13235. var textureProperties = properties.get( renderTarget.texture );
  13236. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13237. textureProperties.__webglTexture = _gl.createTexture();
  13238. info.memory.textures ++;
  13239. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13240. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13241. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13242. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13243. // Setup framebuffer
  13244. if ( isCube ) {
  13245. renderTargetProperties.__webglFramebuffer = [];
  13246. for ( var i = 0; i < 6; i ++ ) {
  13247. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13248. }
  13249. } else {
  13250. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13251. if ( isMultisample ) {
  13252. if ( isWebGL2 ) {
  13253. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13254. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13255. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13256. var glFormat = utils.convert( renderTarget.texture.format );
  13257. var glType = utils.convert( renderTarget.texture.type );
  13258. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13259. var samples = getRenderTargetSamples( renderTarget );
  13260. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13261. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13262. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13263. _gl.bindRenderbuffer( 36161, null );
  13264. if ( renderTarget.depthBuffer ) {
  13265. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13266. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13267. }
  13268. _gl.bindFramebuffer( 36160, null );
  13269. } else {
  13270. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13271. }
  13272. } else if ( isMultiview ) {
  13273. var width = renderTarget.width;
  13274. var height = renderTarget.height;
  13275. var numViews = renderTarget.numViews;
  13276. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13277. var ext = extensions.get( 'OVR_multiview2' );
  13278. info.memory.textures += 2;
  13279. var colorTexture = _gl.createTexture();
  13280. _gl.bindTexture( 35866, colorTexture );
  13281. _gl.texParameteri( 35866, 10240, 9728 );
  13282. _gl.texParameteri( 35866, 10241, 9728 );
  13283. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13284. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13285. var depthStencilTexture = _gl.createTexture();
  13286. _gl.bindTexture( 35866, depthStencilTexture );
  13287. _gl.texParameteri( 35866, 10240, 9728 );
  13288. _gl.texParameteri( 35866, 10241, 9728 );
  13289. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13290. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13291. var viewFramebuffers = new Array( numViews );
  13292. for ( var i = 0; i < numViews; ++ i ) {
  13293. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13294. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13295. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13296. }
  13297. renderTargetProperties.__webglColorTexture = colorTexture;
  13298. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13299. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13300. _gl.bindFramebuffer( 36160, null );
  13301. _gl.bindTexture( 35866, null );
  13302. }
  13303. }
  13304. // Setup color buffer
  13305. if ( isCube ) {
  13306. state.bindTexture( 34067, textureProperties.__webglTexture );
  13307. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13308. for ( var i = 0; i < 6; i ++ ) {
  13309. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13310. }
  13311. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13312. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13313. }
  13314. state.bindTexture( 34067, null );
  13315. } else if ( ! isMultiview ) {
  13316. state.bindTexture( 3553, textureProperties.__webglTexture );
  13317. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13318. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13319. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13320. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13321. }
  13322. state.bindTexture( 3553, null );
  13323. }
  13324. // Setup depth and stencil buffers
  13325. if ( renderTarget.depthBuffer ) {
  13326. setupDepthRenderbuffer( renderTarget );
  13327. }
  13328. }
  13329. function updateRenderTargetMipmap( renderTarget ) {
  13330. var texture = renderTarget.texture;
  13331. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13332. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13333. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13334. var webglTexture = properties.get( texture ).__webglTexture;
  13335. state.bindTexture( target, webglTexture );
  13336. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13337. state.bindTexture( target, null );
  13338. }
  13339. }
  13340. function updateMultisampleRenderTarget( renderTarget ) {
  13341. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13342. if ( isWebGL2 ) {
  13343. var renderTargetProperties = properties.get( renderTarget );
  13344. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13345. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13346. var width = renderTarget.width;
  13347. var height = renderTarget.height;
  13348. var mask = 16384;
  13349. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13350. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13351. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13352. } else {
  13353. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13354. }
  13355. }
  13356. }
  13357. function getRenderTargetSamples( renderTarget ) {
  13358. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13359. Math.min( maxSamples, renderTarget.samples ) : 0;
  13360. }
  13361. function updateVideoTexture( texture ) {
  13362. var frame = info.render.frame;
  13363. // Check the last frame we updated the VideoTexture
  13364. if ( _videoTextures.get( texture ) !== frame ) {
  13365. _videoTextures.set( texture, frame );
  13366. texture.update();
  13367. }
  13368. }
  13369. // backwards compatibility
  13370. var warnedTexture2D = false;
  13371. var warnedTextureCube = false;
  13372. function safeSetTexture2D( texture, slot ) {
  13373. if ( texture && texture.isWebGLRenderTarget ) {
  13374. if ( warnedTexture2D === false ) {
  13375. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13376. warnedTexture2D = true;
  13377. }
  13378. texture = texture.texture;
  13379. }
  13380. setTexture2D( texture, slot );
  13381. }
  13382. function safeSetTextureCube( texture, slot ) {
  13383. if ( texture && texture.isWebGLRenderTargetCube ) {
  13384. if ( warnedTextureCube === false ) {
  13385. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13386. warnedTextureCube = true;
  13387. }
  13388. texture = texture.texture;
  13389. }
  13390. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13391. // TODO: unify these code paths
  13392. if ( ( texture && texture.isCubeTexture ) ||
  13393. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13394. // CompressedTexture can have Array in image :/
  13395. // this function alone should take care of cube textures
  13396. setTextureCube( texture, slot );
  13397. } else {
  13398. // assumed: texture property of THREE.WebGLRenderTargetCube
  13399. setTextureCubeDynamic( texture, slot );
  13400. }
  13401. }
  13402. //
  13403. this.allocateTextureUnit = allocateTextureUnit;
  13404. this.resetTextureUnits = resetTextureUnits;
  13405. this.setTexture2D = setTexture2D;
  13406. this.setTexture2DArray = setTexture2DArray;
  13407. this.setTexture3D = setTexture3D;
  13408. this.setTextureCube = setTextureCube;
  13409. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13410. this.setupRenderTarget = setupRenderTarget;
  13411. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13412. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13413. this.safeSetTexture2D = safeSetTexture2D;
  13414. this.safeSetTextureCube = safeSetTextureCube;
  13415. }
  13416. /**
  13417. * @author thespite / http://www.twitter.com/thespite
  13418. */
  13419. function WebGLUtils( gl, extensions, capabilities ) {
  13420. var isWebGL2 = capabilities.isWebGL2;
  13421. function convert( p ) {
  13422. var extension;
  13423. if ( p === UnsignedByteType ) { return 5121; }
  13424. if ( p === UnsignedShort4444Type ) { return 32819; }
  13425. if ( p === UnsignedShort5551Type ) { return 32820; }
  13426. if ( p === UnsignedShort565Type ) { return 33635; }
  13427. if ( p === ByteType ) { return 5120; }
  13428. if ( p === ShortType ) { return 5122; }
  13429. if ( p === UnsignedShortType ) { return 5123; }
  13430. if ( p === IntType ) { return 5124; }
  13431. if ( p === UnsignedIntType ) { return 5125; }
  13432. if ( p === FloatType ) { return 5126; }
  13433. if ( p === HalfFloatType ) {
  13434. if ( isWebGL2 ) { return 5131; }
  13435. extension = extensions.get( 'OES_texture_half_float' );
  13436. if ( extension !== null ) {
  13437. return extension.HALF_FLOAT_OES;
  13438. } else {
  13439. return null;
  13440. }
  13441. }
  13442. if ( p === AlphaFormat ) { return 6406; }
  13443. if ( p === RGBFormat ) { return 6407; }
  13444. if ( p === RGBAFormat ) { return 6408; }
  13445. if ( p === LuminanceFormat ) { return 6409; }
  13446. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13447. if ( p === DepthFormat ) { return 6402; }
  13448. if ( p === DepthStencilFormat ) { return 34041; }
  13449. if ( p === RedFormat ) { return 6403; }
  13450. // WebGL2 formats.
  13451. if ( p === RedIntegerFormat ) { return 36244; }
  13452. if ( p === RGFormat ) { return 33319; }
  13453. if ( p === RGIntegerFormat ) { return 33320; }
  13454. if ( p === RGBIntegerFormat ) { return 36248; }
  13455. if ( p === RGBAIntegerFormat ) { return 36249; }
  13456. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13457. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13458. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13459. if ( extension !== null ) {
  13460. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13461. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13462. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13463. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13464. } else {
  13465. return null;
  13466. }
  13467. }
  13468. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13469. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13470. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13471. if ( extension !== null ) {
  13472. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13473. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13474. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13475. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13476. } else {
  13477. return null;
  13478. }
  13479. }
  13480. if ( p === RGB_ETC1_Format ) {
  13481. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13482. if ( extension !== null ) {
  13483. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13484. } else {
  13485. return null;
  13486. }
  13487. }
  13488. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13489. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13490. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13491. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13492. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13493. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13494. if ( extension !== null ) {
  13495. // TODO Complete?
  13496. return p;
  13497. } else {
  13498. return null;
  13499. }
  13500. }
  13501. if ( p === UnsignedInt248Type ) {
  13502. if ( isWebGL2 ) { return 34042; }
  13503. extension = extensions.get( 'WEBGL_depth_texture' );
  13504. if ( extension !== null ) {
  13505. return extension.UNSIGNED_INT_24_8_WEBGL;
  13506. } else {
  13507. return null;
  13508. }
  13509. }
  13510. }
  13511. return { convert: convert };
  13512. }
  13513. /**
  13514. * @author fernandojsg / http://fernandojsg.com
  13515. * @author Takahiro https://github.com/takahirox
  13516. */
  13517. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13518. WebGLRenderTarget.call( this, width, height, options );
  13519. this.depthBuffer = false;
  13520. this.stencilBuffer = false;
  13521. this.numViews = numViews;
  13522. }
  13523. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13524. constructor: WebGLMultiviewRenderTarget,
  13525. isWebGLMultiviewRenderTarget: true,
  13526. copy: function ( source ) {
  13527. WebGLRenderTarget.prototype.copy.call( this, source );
  13528. this.numViews = source.numViews;
  13529. return this;
  13530. },
  13531. setNumViews: function ( numViews ) {
  13532. if ( this.numViews !== numViews ) {
  13533. this.numViews = numViews;
  13534. this.dispose();
  13535. }
  13536. return this;
  13537. }
  13538. } );
  13539. /**
  13540. * @author fernandojsg / http://fernandojsg.com
  13541. * @author Takahiro https://github.com/takahirox
  13542. */
  13543. function WebGLMultiview( renderer, gl ) {
  13544. var DEFAULT_NUMVIEWS = 2;
  13545. var extensions = renderer.extensions;
  13546. var properties = renderer.properties;
  13547. var renderTarget, currentRenderTarget;
  13548. var mat3, mat4, cameraArray, renderSize;
  13549. var available;
  13550. var maxNumViews = 0;
  13551. //
  13552. function isAvailable() {
  13553. if ( available === undefined ) {
  13554. var extension = extensions.get( 'OVR_multiview2' );
  13555. available = extension !== null && gl.getContextAttributes().antialias === false;
  13556. if ( available ) {
  13557. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13558. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13559. renderSize = new Vector2();
  13560. mat4 = [];
  13561. mat3 = [];
  13562. cameraArray = [];
  13563. for ( var i = 0; i < maxNumViews; i ++ ) {
  13564. mat4[ i ] = new Matrix4();
  13565. mat3[ i ] = new Matrix3();
  13566. }
  13567. }
  13568. }
  13569. return available;
  13570. }
  13571. function getCameraArray( camera ) {
  13572. if ( camera.isArrayCamera ) { return camera.cameras; }
  13573. cameraArray[ 0 ] = camera;
  13574. return cameraArray;
  13575. }
  13576. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13577. var cameras = getCameraArray( camera );
  13578. for ( var i = 0; i < cameras.length; i ++ ) {
  13579. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13580. }
  13581. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13582. }
  13583. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13584. var cameras = getCameraArray( camera );
  13585. for ( var i = 0; i < cameras.length; i ++ ) {
  13586. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13587. }
  13588. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13589. }
  13590. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13591. var cameras = getCameraArray( camera );
  13592. for ( var i = 0; i < cameras.length; i ++ ) {
  13593. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13594. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13595. }
  13596. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13597. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13598. }
  13599. function isMultiviewCompatible( camera ) {
  13600. if ( camera.isArrayCamera === undefined ) { return true; }
  13601. var cameras = camera.cameras;
  13602. if ( cameras.length > maxNumViews ) { return false; }
  13603. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13604. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13605. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13606. }
  13607. return true;
  13608. }
  13609. function resizeRenderTarget( camera ) {
  13610. if ( currentRenderTarget ) {
  13611. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13612. } else {
  13613. renderer.getDrawingBufferSize( renderSize );
  13614. }
  13615. if ( camera.isArrayCamera ) {
  13616. var viewport = camera.cameras[ 0 ].viewport;
  13617. renderTarget.setSize( viewport.z, viewport.w );
  13618. renderTarget.setNumViews( camera.cameras.length );
  13619. } else {
  13620. renderTarget.setSize( renderSize.x, renderSize.y );
  13621. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13622. }
  13623. }
  13624. function attachCamera( camera ) {
  13625. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13626. currentRenderTarget = renderer.getRenderTarget();
  13627. resizeRenderTarget( camera );
  13628. renderer.setRenderTarget( renderTarget );
  13629. }
  13630. function detachCamera( camera ) {
  13631. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13632. renderer.setRenderTarget( currentRenderTarget );
  13633. flush( camera );
  13634. }
  13635. function flush( camera ) {
  13636. var srcRenderTarget = renderTarget;
  13637. var numViews = srcRenderTarget.numViews;
  13638. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13639. var viewWidth = srcRenderTarget.width;
  13640. var viewHeight = srcRenderTarget.height;
  13641. if ( camera.isArrayCamera ) {
  13642. for ( var i = 0; i < numViews; i ++ ) {
  13643. var viewport = camera.cameras[ i ].viewport;
  13644. var x1 = viewport.x;
  13645. var y1 = viewport.y;
  13646. var x2 = x1 + viewport.z;
  13647. var y2 = y1 + viewport.w;
  13648. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13649. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13650. }
  13651. } else {
  13652. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13653. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13654. }
  13655. }
  13656. this.isAvailable = isAvailable;
  13657. this.attachCamera = attachCamera;
  13658. this.detachCamera = detachCamera;
  13659. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13660. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13661. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13662. }
  13663. /**
  13664. * @author mrdoob / http://mrdoob.com/
  13665. */
  13666. function ArrayCamera( array ) {
  13667. PerspectiveCamera.call( this );
  13668. this.cameras = array || [];
  13669. }
  13670. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13671. constructor: ArrayCamera,
  13672. isArrayCamera: true
  13673. } );
  13674. /**
  13675. * @author mrdoob / http://mrdoob.com/
  13676. */
  13677. function Group() {
  13678. Object3D.call( this );
  13679. this.type = 'Group';
  13680. }
  13681. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13682. constructor: Group,
  13683. isGroup: true
  13684. } );
  13685. /**
  13686. * @author mrdoob / http://mrdoob.com/
  13687. */
  13688. function WebXRManager( renderer, gl ) {
  13689. var scope = this;
  13690. var session = null;
  13691. // var framebufferScaleFactor = 1.0;
  13692. var referenceSpace = null;
  13693. var referenceSpaceType = 'local-floor';
  13694. var pose = null;
  13695. var controllers = [];
  13696. var sortedInputSources = [];
  13697. function isPresenting() {
  13698. return session !== null && referenceSpace !== null;
  13699. }
  13700. //
  13701. var cameraL = new PerspectiveCamera();
  13702. cameraL.layers.enable( 1 );
  13703. cameraL.viewport = new Vector4();
  13704. var cameraR = new PerspectiveCamera();
  13705. cameraR.layers.enable( 2 );
  13706. cameraR.viewport = new Vector4();
  13707. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13708. cameraVR.layers.enable( 1 );
  13709. cameraVR.layers.enable( 2 );
  13710. //
  13711. this.enabled = false;
  13712. this.getController = function ( id ) {
  13713. var controller = controllers[ id ];
  13714. if ( controller === undefined ) {
  13715. controller = new Group();
  13716. controller.matrixAutoUpdate = false;
  13717. controller.visible = false;
  13718. controllers[ id ] = controller;
  13719. }
  13720. return controller;
  13721. };
  13722. //
  13723. function onSessionEvent( event ) {
  13724. for ( var i = 0; i < controllers.length; i ++ ) {
  13725. if ( sortedInputSources[ i ] === event.inputSource ) {
  13726. controllers[ i ].dispatchEvent( { type: event.type } );
  13727. }
  13728. }
  13729. }
  13730. function onSessionEnd() {
  13731. renderer.setFramebuffer( null );
  13732. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13733. animation.stop();
  13734. scope.dispatchEvent( { type: 'sessionend' } );
  13735. }
  13736. function onRequestReferenceSpace( value ) {
  13737. referenceSpace = value;
  13738. animation.setContext( session );
  13739. animation.start();
  13740. scope.dispatchEvent( { type: 'sessionstart' } );
  13741. }
  13742. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13743. // framebufferScaleFactor = value;
  13744. };
  13745. this.setReferenceSpaceType = function ( value ) {
  13746. referenceSpaceType = value;
  13747. };
  13748. this.getSession = function () {
  13749. return session;
  13750. };
  13751. this.setSession = function ( value ) {
  13752. session = value;
  13753. if ( session !== null ) {
  13754. session.addEventListener( 'select', onSessionEvent );
  13755. session.addEventListener( 'selectstart', onSessionEvent );
  13756. session.addEventListener( 'selectend', onSessionEvent );
  13757. session.addEventListener( 'squeeze', onSessionEvent );
  13758. session.addEventListener( 'squeezestart', onSessionEvent );
  13759. session.addEventListener( 'squeezeend', onSessionEvent );
  13760. session.addEventListener( 'end', onSessionEnd );
  13761. var attributes = gl.getContextAttributes();
  13762. var layerInit = {
  13763. antialias: attributes.antialias,
  13764. alpha: attributes.alpha,
  13765. depth: attributes.depth,
  13766. stencil: attributes.stencil
  13767. };
  13768. // eslint-disable-next-line no-undef
  13769. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13770. session.updateRenderState( { baseLayer: baseLayer } );
  13771. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13772. //
  13773. session.addEventListener( 'inputsourceschange', updateInputSources );
  13774. updateInputSources();
  13775. }
  13776. };
  13777. function updateInputSources() {
  13778. for ( var i = 0; i < controllers.length; i ++ ) {
  13779. sortedInputSources[ i ] = findInputSource( i );
  13780. }
  13781. }
  13782. function findInputSource( id ) {
  13783. var inputSources = session.inputSources;
  13784. for ( var i = 0; i < inputSources.length; i ++ ) {
  13785. var inputSource = inputSources[ i ];
  13786. var handedness = inputSource.handedness;
  13787. if ( id === 0 && ( handedness === 'none' || handedness === 'right' ) ) { return inputSource; }
  13788. if ( id === 1 && ( handedness === 'left' ) ) { return inputSource; }
  13789. }
  13790. }
  13791. //
  13792. var cameraLPos = new Vector3();
  13793. var cameraRPos = new Vector3();
  13794. /**
  13795. * @author jsantell / https://www.jsantell.com/
  13796. *
  13797. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13798. * the cameras' projection and world matrices have already been set.
  13799. * And that near and far planes are identical for both cameras.
  13800. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13801. */
  13802. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13803. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13804. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13805. var ipd = cameraLPos.distanceTo( cameraRPos );
  13806. var projL = cameraL.projectionMatrix.elements;
  13807. var projR = cameraR.projectionMatrix.elements;
  13808. // VR systems will have identical far and near planes, and
  13809. // most likely identical top and bottom frustum extents.
  13810. // Use the left camera for these values.
  13811. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13812. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13813. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13814. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13815. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13816. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13817. var left = near * leftFov;
  13818. var right = near * rightFov;
  13819. // Calculate the new camera's position offset from the
  13820. // left camera. xOffset should be roughly half `ipd`.
  13821. var zOffset = ipd / ( - leftFov + rightFov );
  13822. var xOffset = zOffset * - leftFov;
  13823. // TODO: Better way to apply this offset?
  13824. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13825. camera.translateX( xOffset );
  13826. camera.translateZ( zOffset );
  13827. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13828. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13829. // Find the union of the frustum values of the cameras and scale
  13830. // the values so that the near plane's position does not change in world space,
  13831. // although must now be relative to the new union camera.
  13832. var near2 = near + zOffset;
  13833. var far2 = far + zOffset;
  13834. var left2 = left - xOffset;
  13835. var right2 = right + ( ipd - xOffset );
  13836. var top2 = topFov * far / far2 * near2;
  13837. var bottom2 = bottomFov * far / far2 * near2;
  13838. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13839. }
  13840. function updateCamera( camera, parent ) {
  13841. if ( parent === null ) {
  13842. camera.matrixWorld.copy( camera.matrix );
  13843. } else {
  13844. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13845. }
  13846. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13847. }
  13848. this.getCamera = function ( camera ) {
  13849. var parent = camera.parent;
  13850. var cameras = cameraVR.cameras;
  13851. updateCamera( cameraVR, parent );
  13852. for ( var i = 0; i < cameras.length; i ++ ) {
  13853. updateCamera( cameras[ i ], parent );
  13854. }
  13855. // update camera and its children
  13856. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13857. var children = camera.children;
  13858. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13859. children[ i ].updateMatrixWorld( true );
  13860. }
  13861. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13862. return cameraVR;
  13863. };
  13864. this.isPresenting = isPresenting;
  13865. // Animation Loop
  13866. var onAnimationFrameCallback = null;
  13867. function onAnimationFrame( time, frame ) {
  13868. pose = frame.getViewerPose( referenceSpace );
  13869. if ( pose !== null ) {
  13870. var views = pose.views;
  13871. var baseLayer = session.renderState.baseLayer;
  13872. renderer.setFramebuffer( baseLayer.framebuffer );
  13873. for ( var i = 0; i < views.length; i ++ ) {
  13874. var view = views[ i ];
  13875. var viewport = baseLayer.getViewport( view );
  13876. var viewMatrix = view.transform.inverse.matrix;
  13877. var camera = cameraVR.cameras[ i ];
  13878. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13879. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13880. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13881. if ( i === 0 ) {
  13882. cameraVR.matrix.copy( camera.matrix );
  13883. }
  13884. }
  13885. }
  13886. //
  13887. for ( var i = 0; i < controllers.length; i ++ ) {
  13888. var controller = controllers[ i ];
  13889. var inputSource = sortedInputSources[ i ];
  13890. if ( inputSource ) {
  13891. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13892. if ( inputPose !== null ) {
  13893. controller.matrix.fromArray( inputPose.transform.matrix );
  13894. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13895. if ( inputSource.targetRayMode === 'pointing' ) {
  13896. controller.visible = true;
  13897. }
  13898. continue;
  13899. }
  13900. }
  13901. controller.visible = false;
  13902. }
  13903. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  13904. }
  13905. var animation = new WebGLAnimation();
  13906. animation.setAnimationLoop( onAnimationFrame );
  13907. this.setAnimationLoop = function ( callback ) {
  13908. onAnimationFrameCallback = callback;
  13909. };
  13910. this.dispose = function () {};
  13911. }
  13912. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13913. /**
  13914. * @author supereggbert / http://www.paulbrunt.co.uk/
  13915. * @author mrdoob / http://mrdoob.com/
  13916. * @author alteredq / http://alteredqualia.com/
  13917. * @author szimek / https://github.com/szimek/
  13918. * @author tschw
  13919. */
  13920. function WebGLRenderer( parameters ) {
  13921. parameters = parameters || {};
  13922. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13923. _context = parameters.context !== undefined ? parameters.context : null,
  13924. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13925. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13926. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13927. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13928. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13929. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13930. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13931. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13932. var currentRenderList = null;
  13933. var currentRenderState = null;
  13934. // public properties
  13935. this.domElement = _canvas;
  13936. // Debug configuration container
  13937. this.debug = {
  13938. /**
  13939. * Enables error checking and reporting when shader programs are being compiled
  13940. * @type {boolean}
  13941. */
  13942. checkShaderErrors: true
  13943. };
  13944. // clearing
  13945. this.autoClear = true;
  13946. this.autoClearColor = true;
  13947. this.autoClearDepth = true;
  13948. this.autoClearStencil = true;
  13949. // scene graph
  13950. this.sortObjects = true;
  13951. // user-defined clipping
  13952. this.clippingPlanes = [];
  13953. this.localClippingEnabled = false;
  13954. // physically based shading
  13955. this.gammaFactor = 2.0; // for backwards compatibility
  13956. this.outputEncoding = LinearEncoding;
  13957. // physical lights
  13958. this.physicallyCorrectLights = false;
  13959. // tone mapping
  13960. this.toneMapping = LinearToneMapping;
  13961. this.toneMappingExposure = 1.0;
  13962. this.toneMappingWhitePoint = 1.0;
  13963. // morphs
  13964. this.maxMorphTargets = 8;
  13965. this.maxMorphNormals = 4;
  13966. // internal properties
  13967. var _this = this,
  13968. _isContextLost = false,
  13969. // internal state cache
  13970. _framebuffer = null,
  13971. _currentActiveCubeFace = 0,
  13972. _currentActiveMipmapLevel = 0,
  13973. _currentRenderTarget = null,
  13974. _currentFramebuffer = null,
  13975. _currentMaterialId = - 1,
  13976. // geometry and program caching
  13977. _currentGeometryProgram = {
  13978. geometry: null,
  13979. program: null,
  13980. wireframe: false
  13981. },
  13982. _currentCamera = null,
  13983. _currentArrayCamera = null,
  13984. _currentViewport = new Vector4(),
  13985. _currentScissor = new Vector4(),
  13986. _currentScissorTest = null,
  13987. //
  13988. _width = _canvas.width,
  13989. _height = _canvas.height,
  13990. _pixelRatio = 1,
  13991. _opaqueSort = null,
  13992. _transparentSort = null,
  13993. _viewport = new Vector4( 0, 0, _width, _height ),
  13994. _scissor = new Vector4( 0, 0, _width, _height ),
  13995. _scissorTest = false,
  13996. // frustum
  13997. _frustum = new Frustum(),
  13998. // clipping
  13999. _clipping = new WebGLClipping(),
  14000. _clippingEnabled = false,
  14001. _localClippingEnabled = false,
  14002. // camera matrices cache
  14003. _projScreenMatrix = new Matrix4(),
  14004. _vector3 = new Vector3();
  14005. function getTargetPixelRatio() {
  14006. return _currentRenderTarget === null ? _pixelRatio : 1;
  14007. }
  14008. // initialize
  14009. var _gl;
  14010. try {
  14011. var contextAttributes = {
  14012. alpha: _alpha,
  14013. depth: _depth,
  14014. stencil: _stencil,
  14015. antialias: _antialias,
  14016. premultipliedAlpha: _premultipliedAlpha,
  14017. preserveDrawingBuffer: _preserveDrawingBuffer,
  14018. powerPreference: _powerPreference,
  14019. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14020. xrCompatible: true
  14021. };
  14022. // event listeners must be registered before WebGL context is created, see #12753
  14023. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14024. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14025. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14026. if ( _gl === null ) {
  14027. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14028. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14029. } else {
  14030. throw new Error( 'Error creating WebGL context.' );
  14031. }
  14032. }
  14033. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14034. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14035. _gl.getShaderPrecisionFormat = function () {
  14036. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14037. };
  14038. }
  14039. } catch ( error ) {
  14040. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14041. throw error;
  14042. }
  14043. var extensions, capabilities, state, info;
  14044. var properties, textures, attributes, geometries, objects;
  14045. var programCache, renderLists, renderStates;
  14046. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14047. var utils;
  14048. function initGLContext() {
  14049. extensions = new WebGLExtensions( _gl );
  14050. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14051. if ( capabilities.isWebGL2 === false ) {
  14052. extensions.get( 'WEBGL_depth_texture' );
  14053. extensions.get( 'OES_texture_float' );
  14054. extensions.get( 'OES_texture_half_float' );
  14055. extensions.get( 'OES_texture_half_float_linear' );
  14056. extensions.get( 'OES_standard_derivatives' );
  14057. extensions.get( 'OES_element_index_uint' );
  14058. extensions.get( 'ANGLE_instanced_arrays' );
  14059. }
  14060. extensions.get( 'OES_texture_float_linear' );
  14061. utils = new WebGLUtils( _gl, extensions, capabilities );
  14062. state = new WebGLState( _gl, extensions, capabilities );
  14063. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14064. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14065. info = new WebGLInfo( _gl );
  14066. properties = new WebGLProperties();
  14067. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14068. attributes = new WebGLAttributes( _gl );
  14069. geometries = new WebGLGeometries( _gl, attributes, info );
  14070. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14071. morphtargets = new WebGLMorphtargets( _gl );
  14072. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14073. renderLists = new WebGLRenderLists();
  14074. renderStates = new WebGLRenderStates();
  14075. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14076. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14077. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14078. info.programs = programCache.programs;
  14079. _this.capabilities = capabilities;
  14080. _this.extensions = extensions;
  14081. _this.properties = properties;
  14082. _this.renderLists = renderLists;
  14083. _this.state = state;
  14084. _this.info = info;
  14085. }
  14086. initGLContext();
  14087. // xr
  14088. var xr = new WebXRManager( _this, _gl );
  14089. this.xr = xr;
  14090. // Multiview
  14091. var multiview = new WebGLMultiview( _this, _gl );
  14092. // shadow map
  14093. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14094. this.shadowMap = shadowMap;
  14095. // API
  14096. this.getContext = function () {
  14097. return _gl;
  14098. };
  14099. this.getContextAttributes = function () {
  14100. return _gl.getContextAttributes();
  14101. };
  14102. this.forceContextLoss = function () {
  14103. var extension = extensions.get( 'WEBGL_lose_context' );
  14104. if ( extension ) { extension.loseContext(); }
  14105. };
  14106. this.forceContextRestore = function () {
  14107. var extension = extensions.get( 'WEBGL_lose_context' );
  14108. if ( extension ) { extension.restoreContext(); }
  14109. };
  14110. this.getPixelRatio = function () {
  14111. return _pixelRatio;
  14112. };
  14113. this.setPixelRatio = function ( value ) {
  14114. if ( value === undefined ) { return; }
  14115. _pixelRatio = value;
  14116. this.setSize( _width, _height, false );
  14117. };
  14118. this.getSize = function ( target ) {
  14119. if ( target === undefined ) {
  14120. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14121. target = new Vector2();
  14122. }
  14123. return target.set( _width, _height );
  14124. };
  14125. this.setSize = function ( width, height, updateStyle ) {
  14126. if ( xr.isPresenting() ) {
  14127. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14128. return;
  14129. }
  14130. _width = width;
  14131. _height = height;
  14132. _canvas.width = Math.floor( width * _pixelRatio );
  14133. _canvas.height = Math.floor( height * _pixelRatio );
  14134. if ( updateStyle !== false ) {
  14135. _canvas.style.width = width + 'px';
  14136. _canvas.style.height = height + 'px';
  14137. }
  14138. this.setViewport( 0, 0, width, height );
  14139. };
  14140. this.getDrawingBufferSize = function ( target ) {
  14141. if ( target === undefined ) {
  14142. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14143. target = new Vector2();
  14144. }
  14145. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14146. };
  14147. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14148. _width = width;
  14149. _height = height;
  14150. _pixelRatio = pixelRatio;
  14151. _canvas.width = Math.floor( width * pixelRatio );
  14152. _canvas.height = Math.floor( height * pixelRatio );
  14153. this.setViewport( 0, 0, width, height );
  14154. };
  14155. this.getCurrentViewport = function ( target ) {
  14156. if ( target === undefined ) {
  14157. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14158. target = new Vector4();
  14159. }
  14160. return target.copy( _currentViewport );
  14161. };
  14162. this.getViewport = function ( target ) {
  14163. return target.copy( _viewport );
  14164. };
  14165. this.setViewport = function ( x, y, width, height ) {
  14166. if ( x.isVector4 ) {
  14167. _viewport.set( x.x, x.y, x.z, x.w );
  14168. } else {
  14169. _viewport.set( x, y, width, height );
  14170. }
  14171. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14172. };
  14173. this.getScissor = function ( target ) {
  14174. return target.copy( _scissor );
  14175. };
  14176. this.setScissor = function ( x, y, width, height ) {
  14177. if ( x.isVector4 ) {
  14178. _scissor.set( x.x, x.y, x.z, x.w );
  14179. } else {
  14180. _scissor.set( x, y, width, height );
  14181. }
  14182. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14183. };
  14184. this.getScissorTest = function () {
  14185. return _scissorTest;
  14186. };
  14187. this.setScissorTest = function ( boolean ) {
  14188. state.setScissorTest( _scissorTest = boolean );
  14189. };
  14190. this.setOpaqueSort = function ( method ) {
  14191. _opaqueSort = method;
  14192. };
  14193. this.setTransparentSort = function ( method ) {
  14194. _transparentSort = method;
  14195. };
  14196. // Clearing
  14197. this.getClearColor = function () {
  14198. return background.getClearColor();
  14199. };
  14200. this.setClearColor = function () {
  14201. background.setClearColor.apply( background, arguments );
  14202. };
  14203. this.getClearAlpha = function () {
  14204. return background.getClearAlpha();
  14205. };
  14206. this.setClearAlpha = function () {
  14207. background.setClearAlpha.apply( background, arguments );
  14208. };
  14209. this.clear = function ( color, depth, stencil ) {
  14210. var bits = 0;
  14211. if ( color === undefined || color ) { bits |= 16384; }
  14212. if ( depth === undefined || depth ) { bits |= 256; }
  14213. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14214. _gl.clear( bits );
  14215. };
  14216. this.clearColor = function () {
  14217. this.clear( true, false, false );
  14218. };
  14219. this.clearDepth = function () {
  14220. this.clear( false, true, false );
  14221. };
  14222. this.clearStencil = function () {
  14223. this.clear( false, false, true );
  14224. };
  14225. //
  14226. this.dispose = function () {
  14227. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14228. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14229. renderLists.dispose();
  14230. renderStates.dispose();
  14231. properties.dispose();
  14232. objects.dispose();
  14233. xr.dispose();
  14234. animation.stop();
  14235. };
  14236. // Events
  14237. function onContextLost( event ) {
  14238. event.preventDefault();
  14239. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14240. _isContextLost = true;
  14241. }
  14242. function onContextRestore( /* event */ ) {
  14243. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14244. _isContextLost = false;
  14245. initGLContext();
  14246. }
  14247. function onMaterialDispose( event ) {
  14248. var material = event.target;
  14249. material.removeEventListener( 'dispose', onMaterialDispose );
  14250. deallocateMaterial( material );
  14251. }
  14252. // Buffer deallocation
  14253. function deallocateMaterial( material ) {
  14254. releaseMaterialProgramReference( material );
  14255. properties.remove( material );
  14256. }
  14257. function releaseMaterialProgramReference( material ) {
  14258. var programInfo = properties.get( material ).program;
  14259. material.program = undefined;
  14260. if ( programInfo !== undefined ) {
  14261. programCache.releaseProgram( programInfo );
  14262. }
  14263. }
  14264. // Buffer rendering
  14265. function renderObjectImmediate( object, program ) {
  14266. object.render( function ( object ) {
  14267. _this.renderBufferImmediate( object, program );
  14268. } );
  14269. }
  14270. this.renderBufferImmediate = function ( object, program ) {
  14271. state.initAttributes();
  14272. var buffers = properties.get( object );
  14273. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14274. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14275. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14276. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14277. var programAttributes = program.getAttributes();
  14278. if ( object.hasPositions ) {
  14279. _gl.bindBuffer( 34962, buffers.position );
  14280. _gl.bufferData( 34962, object.positionArray, 35048 );
  14281. state.enableAttribute( programAttributes.position );
  14282. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14283. }
  14284. if ( object.hasNormals ) {
  14285. _gl.bindBuffer( 34962, buffers.normal );
  14286. _gl.bufferData( 34962, object.normalArray, 35048 );
  14287. state.enableAttribute( programAttributes.normal );
  14288. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14289. }
  14290. if ( object.hasUvs ) {
  14291. _gl.bindBuffer( 34962, buffers.uv );
  14292. _gl.bufferData( 34962, object.uvArray, 35048 );
  14293. state.enableAttribute( programAttributes.uv );
  14294. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14295. }
  14296. if ( object.hasColors ) {
  14297. _gl.bindBuffer( 34962, buffers.color );
  14298. _gl.bufferData( 34962, object.colorArray, 35048 );
  14299. state.enableAttribute( programAttributes.color );
  14300. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14301. }
  14302. state.disableUnusedAttributes();
  14303. _gl.drawArrays( 4, 0, object.count );
  14304. object.count = 0;
  14305. };
  14306. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14307. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14308. var program = setProgram( camera, fog, material, object );
  14309. state.setMaterial( material, frontFaceCW );
  14310. var updateBuffers = false;
  14311. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14312. _currentGeometryProgram.program !== program.id ||
  14313. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14314. _currentGeometryProgram.geometry = geometry.id;
  14315. _currentGeometryProgram.program = program.id;
  14316. _currentGeometryProgram.wireframe = material.wireframe === true;
  14317. updateBuffers = true;
  14318. }
  14319. if ( material.morphTargets || material.morphNormals ) {
  14320. morphtargets.update( object, geometry, material, program );
  14321. updateBuffers = true;
  14322. }
  14323. //
  14324. var index = geometry.index;
  14325. var position = geometry.attributes.position;
  14326. //
  14327. if ( index !== null && index.count === 0 ) { return; }
  14328. if ( position === undefined || position.count === 0 ) { return; }
  14329. //
  14330. var rangeFactor = 1;
  14331. if ( material.wireframe === true ) {
  14332. index = geometries.getWireframeAttribute( geometry );
  14333. rangeFactor = 2;
  14334. }
  14335. var attribute;
  14336. var renderer = bufferRenderer;
  14337. if ( index !== null ) {
  14338. attribute = attributes.get( index );
  14339. renderer = indexedBufferRenderer;
  14340. renderer.setIndex( attribute );
  14341. }
  14342. if ( updateBuffers ) {
  14343. setupVertexAttributes( object, geometry, material, program );
  14344. if ( index !== null ) {
  14345. _gl.bindBuffer( 34963, attribute.buffer );
  14346. }
  14347. }
  14348. //
  14349. var dataCount = ( index !== null ) ? index.count : position.count;
  14350. var rangeStart = geometry.drawRange.start * rangeFactor;
  14351. var rangeCount = geometry.drawRange.count * rangeFactor;
  14352. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14353. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14354. var drawStart = Math.max( rangeStart, groupStart );
  14355. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14356. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14357. if ( drawCount === 0 ) { return; }
  14358. //
  14359. if ( object.isMesh ) {
  14360. if ( material.wireframe === true ) {
  14361. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14362. renderer.setMode( 1 );
  14363. } else {
  14364. renderer.setMode( 4 );
  14365. }
  14366. } else if ( object.isLine ) {
  14367. var lineWidth = material.linewidth;
  14368. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14369. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14370. if ( object.isLineSegments ) {
  14371. renderer.setMode( 1 );
  14372. } else if ( object.isLineLoop ) {
  14373. renderer.setMode( 2 );
  14374. } else {
  14375. renderer.setMode( 3 );
  14376. }
  14377. } else if ( object.isPoints ) {
  14378. renderer.setMode( 0 );
  14379. } else if ( object.isSprite ) {
  14380. renderer.setMode( 4 );
  14381. }
  14382. if ( object.isInstancedMesh ) {
  14383. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14384. } else if ( geometry.isInstancedBufferGeometry ) {
  14385. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14386. } else {
  14387. renderer.render( drawStart, drawCount );
  14388. }
  14389. };
  14390. function setupVertexAttributes( object, geometry, material, program ) {
  14391. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14392. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14393. }
  14394. state.initAttributes();
  14395. var geometryAttributes = geometry.attributes;
  14396. var programAttributes = program.getAttributes();
  14397. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14398. for ( var name in programAttributes ) {
  14399. var programAttribute = programAttributes[ name ];
  14400. if ( programAttribute >= 0 ) {
  14401. var geometryAttribute = geometryAttributes[ name ];
  14402. if ( geometryAttribute !== undefined ) {
  14403. var normalized = geometryAttribute.normalized;
  14404. var size = geometryAttribute.itemSize;
  14405. var attribute = attributes.get( geometryAttribute );
  14406. // TODO Attribute may not be available on context restore
  14407. if ( attribute === undefined ) { continue; }
  14408. var buffer = attribute.buffer;
  14409. var type = attribute.type;
  14410. var bytesPerElement = attribute.bytesPerElement;
  14411. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14412. var data = geometryAttribute.data;
  14413. var stride = data.stride;
  14414. var offset = geometryAttribute.offset;
  14415. if ( data && data.isInstancedInterleavedBuffer ) {
  14416. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14417. if ( geometry.maxInstancedCount === undefined ) {
  14418. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14419. }
  14420. } else {
  14421. state.enableAttribute( programAttribute );
  14422. }
  14423. _gl.bindBuffer( 34962, buffer );
  14424. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14425. } else {
  14426. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14427. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14428. if ( geometry.maxInstancedCount === undefined ) {
  14429. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14430. }
  14431. } else {
  14432. state.enableAttribute( programAttribute );
  14433. }
  14434. _gl.bindBuffer( 34962, buffer );
  14435. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14436. }
  14437. } else if ( name === 'instanceMatrix' ) {
  14438. var attribute = attributes.get( object.instanceMatrix );
  14439. // TODO Attribute may not be available on context restore
  14440. if ( attribute === undefined ) { continue; }
  14441. var buffer = attribute.buffer;
  14442. var type = attribute.type;
  14443. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14444. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14445. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14446. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14447. _gl.bindBuffer( 34962, buffer );
  14448. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14449. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14450. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14451. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14452. } else if ( materialDefaultAttributeValues !== undefined ) {
  14453. var value = materialDefaultAttributeValues[ name ];
  14454. if ( value !== undefined ) {
  14455. switch ( value.length ) {
  14456. case 2:
  14457. _gl.vertexAttrib2fv( programAttribute, value );
  14458. break;
  14459. case 3:
  14460. _gl.vertexAttrib3fv( programAttribute, value );
  14461. break;
  14462. case 4:
  14463. _gl.vertexAttrib4fv( programAttribute, value );
  14464. break;
  14465. default:
  14466. _gl.vertexAttrib1fv( programAttribute, value );
  14467. }
  14468. }
  14469. }
  14470. }
  14471. }
  14472. state.disableUnusedAttributes();
  14473. }
  14474. // Compile
  14475. this.compile = function ( scene, camera ) {
  14476. currentRenderState = renderStates.get( scene, camera );
  14477. currentRenderState.init();
  14478. scene.traverse( function ( object ) {
  14479. if ( object.isLight ) {
  14480. currentRenderState.pushLight( object );
  14481. if ( object.castShadow ) {
  14482. currentRenderState.pushShadow( object );
  14483. }
  14484. }
  14485. } );
  14486. currentRenderState.setupLights( camera );
  14487. scene.traverse( function ( object ) {
  14488. if ( object.material ) {
  14489. if ( Array.isArray( object.material ) ) {
  14490. for ( var i = 0; i < object.material.length; i ++ ) {
  14491. initMaterial( object.material[ i ], scene.fog, object );
  14492. }
  14493. } else {
  14494. initMaterial( object.material, scene.fog, object );
  14495. }
  14496. }
  14497. } );
  14498. };
  14499. // Animation Loop
  14500. var onAnimationFrameCallback = null;
  14501. function onAnimationFrame( time ) {
  14502. if ( xr.isPresenting() ) { return; }
  14503. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14504. }
  14505. var animation = new WebGLAnimation();
  14506. animation.setAnimationLoop( onAnimationFrame );
  14507. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14508. this.setAnimationLoop = function ( callback ) {
  14509. onAnimationFrameCallback = callback;
  14510. xr.setAnimationLoop( callback );
  14511. animation.start();
  14512. };
  14513. // Rendering
  14514. this.render = function ( scene, camera ) {
  14515. var renderTarget, forceClear;
  14516. if ( arguments[ 2 ] !== undefined ) {
  14517. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14518. renderTarget = arguments[ 2 ];
  14519. }
  14520. if ( arguments[ 3 ] !== undefined ) {
  14521. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14522. forceClear = arguments[ 3 ];
  14523. }
  14524. if ( ! ( camera && camera.isCamera ) ) {
  14525. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14526. return;
  14527. }
  14528. if ( _isContextLost ) { return; }
  14529. // reset caching for this frame
  14530. _currentGeometryProgram.geometry = null;
  14531. _currentGeometryProgram.program = null;
  14532. _currentGeometryProgram.wireframe = false;
  14533. _currentMaterialId = - 1;
  14534. _currentCamera = null;
  14535. // update scene graph
  14536. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14537. // update camera matrices and frustum
  14538. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14539. if ( xr.enabled && xr.isPresenting() ) {
  14540. camera = xr.getCamera( camera );
  14541. }
  14542. //
  14543. currentRenderState = renderStates.get( scene, camera );
  14544. currentRenderState.init();
  14545. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14546. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14547. _frustum.setFromMatrix( _projScreenMatrix );
  14548. _localClippingEnabled = this.localClippingEnabled;
  14549. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14550. currentRenderList = renderLists.get( scene, camera );
  14551. currentRenderList.init();
  14552. projectObject( scene, camera, 0, _this.sortObjects );
  14553. if ( _this.sortObjects === true ) {
  14554. currentRenderList.sort( _opaqueSort, _transparentSort );
  14555. }
  14556. //
  14557. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14558. var shadowsArray = currentRenderState.state.shadowsArray;
  14559. shadowMap.render( shadowsArray, scene, camera );
  14560. currentRenderState.setupLights( camera );
  14561. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14562. //
  14563. if ( this.info.autoReset ) { this.info.reset(); }
  14564. if ( renderTarget !== undefined ) {
  14565. this.setRenderTarget( renderTarget );
  14566. }
  14567. if ( xr.enabled && multiview.isAvailable() ) {
  14568. multiview.attachCamera( camera );
  14569. }
  14570. //
  14571. background.render( currentRenderList, scene, camera, forceClear );
  14572. // render scene
  14573. var opaqueObjects = currentRenderList.opaque;
  14574. var transparentObjects = currentRenderList.transparent;
  14575. if ( scene.overrideMaterial ) {
  14576. var overrideMaterial = scene.overrideMaterial;
  14577. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14578. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14579. } else {
  14580. // opaque pass (front-to-back order)
  14581. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14582. // transparent pass (back-to-front order)
  14583. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14584. }
  14585. //
  14586. scene.onAfterRender( _this, scene, camera );
  14587. //
  14588. if ( _currentRenderTarget !== null ) {
  14589. // Generate mipmap if we're using any kind of mipmap filtering
  14590. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14591. // resolve multisample renderbuffers to a single-sample texture if necessary
  14592. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14593. }
  14594. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14595. state.buffers.depth.setTest( true );
  14596. state.buffers.depth.setMask( true );
  14597. state.buffers.color.setMask( true );
  14598. state.setPolygonOffset( false );
  14599. if ( xr.enabled ) {
  14600. if ( multiview.isAvailable() ) {
  14601. multiview.detachCamera( camera );
  14602. }
  14603. }
  14604. // _gl.finish();
  14605. currentRenderList = null;
  14606. currentRenderState = null;
  14607. };
  14608. function projectObject( object, camera, groupOrder, sortObjects ) {
  14609. if ( object.visible === false ) { return; }
  14610. var visible = object.layers.test( camera.layers );
  14611. if ( visible ) {
  14612. if ( object.isGroup ) {
  14613. groupOrder = object.renderOrder;
  14614. } else if ( object.isLOD ) {
  14615. if ( object.autoUpdate === true ) { object.update( camera ); }
  14616. } else if ( object.isLight ) {
  14617. currentRenderState.pushLight( object );
  14618. if ( object.castShadow ) {
  14619. currentRenderState.pushShadow( object );
  14620. }
  14621. } else if ( object.isSprite ) {
  14622. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14623. if ( sortObjects ) {
  14624. _vector3.setFromMatrixPosition( object.matrixWorld )
  14625. .applyMatrix4( _projScreenMatrix );
  14626. }
  14627. var geometry = objects.update( object );
  14628. var material = object.material;
  14629. if ( material.visible ) {
  14630. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14631. }
  14632. }
  14633. } else if ( object.isImmediateRenderObject ) {
  14634. if ( sortObjects ) {
  14635. _vector3.setFromMatrixPosition( object.matrixWorld )
  14636. .applyMatrix4( _projScreenMatrix );
  14637. }
  14638. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14639. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14640. if ( object.isSkinnedMesh ) {
  14641. // update skeleton only once in a frame
  14642. if ( object.skeleton.frame !== info.render.frame ) {
  14643. object.skeleton.update();
  14644. object.skeleton.frame = info.render.frame;
  14645. }
  14646. }
  14647. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14648. if ( sortObjects ) {
  14649. _vector3.setFromMatrixPosition( object.matrixWorld )
  14650. .applyMatrix4( _projScreenMatrix );
  14651. }
  14652. var geometry = objects.update( object );
  14653. var material = object.material;
  14654. if ( Array.isArray( material ) ) {
  14655. var groups = geometry.groups;
  14656. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14657. var group = groups[ i ];
  14658. var groupMaterial = material[ group.materialIndex ];
  14659. if ( groupMaterial && groupMaterial.visible ) {
  14660. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14661. }
  14662. }
  14663. } else if ( material.visible ) {
  14664. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14665. }
  14666. }
  14667. }
  14668. }
  14669. var children = object.children;
  14670. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14671. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14672. }
  14673. }
  14674. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14675. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14676. var renderItem = renderList[ i ];
  14677. var object = renderItem.object;
  14678. var geometry = renderItem.geometry;
  14679. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14680. var group = renderItem.group;
  14681. if ( camera.isArrayCamera ) {
  14682. _currentArrayCamera = camera;
  14683. if ( xr.enabled && multiview.isAvailable() ) {
  14684. renderObject( object, scene, camera, geometry, material, group );
  14685. } else {
  14686. var cameras = camera.cameras;
  14687. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14688. var camera2 = cameras[ j ];
  14689. if ( object.layers.test( camera2.layers ) ) {
  14690. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14691. currentRenderState.setupLights( camera2 );
  14692. renderObject( object, scene, camera2, geometry, material, group );
  14693. }
  14694. }
  14695. }
  14696. } else {
  14697. _currentArrayCamera = null;
  14698. renderObject( object, scene, camera, geometry, material, group );
  14699. }
  14700. }
  14701. }
  14702. function renderObject( object, scene, camera, geometry, material, group ) {
  14703. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14704. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14705. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14706. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14707. if ( object.isImmediateRenderObject ) {
  14708. var program = setProgram( camera, scene.fog, material, object );
  14709. state.setMaterial( material );
  14710. _currentGeometryProgram.geometry = null;
  14711. _currentGeometryProgram.program = null;
  14712. _currentGeometryProgram.wireframe = false;
  14713. renderObjectImmediate( object, program );
  14714. } else {
  14715. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14716. }
  14717. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14718. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14719. }
  14720. function initMaterial( material, fog, object ) {
  14721. var materialProperties = properties.get( material );
  14722. var lights = currentRenderState.state.lights;
  14723. var shadowsArray = currentRenderState.state.shadowsArray;
  14724. var lightsStateVersion = lights.state.version;
  14725. var parameters = programCache.getParameters(
  14726. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14727. var programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14728. var program = materialProperties.program;
  14729. var programChange = true;
  14730. if ( program === undefined ) {
  14731. // new material
  14732. material.addEventListener( 'dispose', onMaterialDispose );
  14733. } else if ( program.cacheKey !== programCacheKey ) {
  14734. // changed glsl or parameters
  14735. releaseMaterialProgramReference( material );
  14736. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14737. materialProperties.lightsStateVersion = lightsStateVersion;
  14738. programChange = false;
  14739. } else if ( parameters.shaderID !== undefined ) {
  14740. // same glsl and uniform list
  14741. return;
  14742. } else {
  14743. // only rebuild uniform list
  14744. programChange = false;
  14745. }
  14746. if ( programChange ) {
  14747. if ( parameters.shaderID ) {
  14748. var shader = ShaderLib[ parameters.shaderID ];
  14749. materialProperties.shader = {
  14750. name: material.type,
  14751. uniforms: cloneUniforms( shader.uniforms ),
  14752. vertexShader: shader.vertexShader,
  14753. fragmentShader: shader.fragmentShader
  14754. };
  14755. } else {
  14756. materialProperties.shader = {
  14757. name: material.type,
  14758. uniforms: material.uniforms,
  14759. vertexShader: material.vertexShader,
  14760. fragmentShader: material.fragmentShader
  14761. };
  14762. }
  14763. material.onBeforeCompile( materialProperties.shader, _this );
  14764. // Computing cache key again as onBeforeCompile may have changed the shaders
  14765. programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14766. program = programCache.acquireProgram( material, materialProperties.shader, parameters, programCacheKey );
  14767. materialProperties.program = program;
  14768. materialProperties.outputEncoding = _this.outputEncoding;
  14769. material.program = program;
  14770. }
  14771. var programAttributes = program.getAttributes();
  14772. if ( material.morphTargets ) {
  14773. material.numSupportedMorphTargets = 0;
  14774. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14775. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14776. material.numSupportedMorphTargets ++;
  14777. }
  14778. }
  14779. }
  14780. if ( material.morphNormals ) {
  14781. material.numSupportedMorphNormals = 0;
  14782. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14783. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14784. material.numSupportedMorphNormals ++;
  14785. }
  14786. }
  14787. }
  14788. var uniforms = materialProperties.shader.uniforms;
  14789. if ( ! material.isShaderMaterial &&
  14790. ! material.isRawShaderMaterial ||
  14791. material.clipping === true ) {
  14792. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14793. materialProperties.numIntersection = _clipping.numIntersection;
  14794. uniforms.clippingPlanes = _clipping.uniform;
  14795. }
  14796. materialProperties.fog = fog;
  14797. // store the light setup it was created for
  14798. materialProperties.needsLights = materialNeedsLights( material );
  14799. materialProperties.lightsStateVersion = lightsStateVersion;
  14800. if ( materialProperties.needsLights ) {
  14801. // wire up the material to this renderer's lighting state
  14802. uniforms.ambientLightColor.value = lights.state.ambient;
  14803. uniforms.lightProbe.value = lights.state.probe;
  14804. uniforms.directionalLights.value = lights.state.directional;
  14805. uniforms.spotLights.value = lights.state.spot;
  14806. uniforms.rectAreaLights.value = lights.state.rectArea;
  14807. uniforms.pointLights.value = lights.state.point;
  14808. uniforms.hemisphereLights.value = lights.state.hemi;
  14809. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14810. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14811. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14812. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14813. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14814. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14815. // TODO (abelnation): add area lights shadow info to uniforms
  14816. }
  14817. var progUniforms = materialProperties.program.getUniforms(),
  14818. uniformsList =
  14819. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14820. materialProperties.uniformsList = uniformsList;
  14821. }
  14822. function setProgram( camera, fog, material, object ) {
  14823. textures.resetTextureUnits();
  14824. var materialProperties = properties.get( material );
  14825. var lights = currentRenderState.state.lights;
  14826. if ( _clippingEnabled ) {
  14827. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14828. var useCache =
  14829. camera === _currentCamera &&
  14830. material.id === _currentMaterialId;
  14831. // we might want to call this function with some ClippingGroup
  14832. // object instead of the material, once it becomes feasible
  14833. // (#8465, #8379)
  14834. _clipping.setState(
  14835. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14836. camera, materialProperties, useCache );
  14837. }
  14838. }
  14839. if ( material.version === materialProperties.__version ) {
  14840. if ( materialProperties.program === undefined ) {
  14841. material.needsUpdate = true;
  14842. } else if ( material.fog && materialProperties.fog !== fog ) {
  14843. material.needsUpdate = true;
  14844. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14845. material.needsUpdate = true;
  14846. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14847. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14848. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14849. material.needsUpdate = true;
  14850. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  14851. material.needsUpdate = true;
  14852. }
  14853. }
  14854. if ( material.version !== materialProperties.__version ) {
  14855. initMaterial( material, fog, object );
  14856. materialProperties.__version = material.version;
  14857. }
  14858. var refreshProgram = false;
  14859. var refreshMaterial = false;
  14860. var refreshLights = false;
  14861. var program = materialProperties.program,
  14862. p_uniforms = program.getUniforms(),
  14863. m_uniforms = materialProperties.shader.uniforms;
  14864. if ( state.useProgram( program.program ) ) {
  14865. refreshProgram = true;
  14866. refreshMaterial = true;
  14867. refreshLights = true;
  14868. }
  14869. if ( material.id !== _currentMaterialId ) {
  14870. _currentMaterialId = material.id;
  14871. refreshMaterial = true;
  14872. }
  14873. if ( refreshProgram || _currentCamera !== camera ) {
  14874. if ( program.numMultiviewViews > 0 ) {
  14875. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14876. } else {
  14877. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14878. }
  14879. if ( capabilities.logarithmicDepthBuffer ) {
  14880. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14881. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14882. }
  14883. if ( _currentCamera !== camera ) {
  14884. _currentCamera = camera;
  14885. // lighting uniforms depend on the camera so enforce an update
  14886. // now, in case this material supports lights - or later, when
  14887. // the next material that does gets activated:
  14888. refreshMaterial = true; // set to true on material change
  14889. refreshLights = true; // remains set until update done
  14890. }
  14891. // load material specific uniforms
  14892. // (shader material also gets them for the sake of genericity)
  14893. if ( material.isShaderMaterial ||
  14894. material.isMeshPhongMaterial ||
  14895. material.isMeshToonMaterial ||
  14896. material.isMeshStandardMaterial ||
  14897. material.envMap ) {
  14898. var uCamPos = p_uniforms.map.cameraPosition;
  14899. if ( uCamPos !== undefined ) {
  14900. uCamPos.setValue( _gl,
  14901. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14902. }
  14903. }
  14904. if ( material.isMeshPhongMaterial ||
  14905. material.isMeshToonMaterial ||
  14906. material.isMeshLambertMaterial ||
  14907. material.isMeshBasicMaterial ||
  14908. material.isMeshStandardMaterial ||
  14909. material.isShaderMaterial ) {
  14910. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  14911. }
  14912. if ( material.isMeshPhongMaterial ||
  14913. material.isMeshToonMaterial ||
  14914. material.isMeshLambertMaterial ||
  14915. material.isMeshBasicMaterial ||
  14916. material.isMeshStandardMaterial ||
  14917. material.isShaderMaterial ||
  14918. material.skinning ) {
  14919. if ( program.numMultiviewViews > 0 ) {
  14920. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  14921. } else {
  14922. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14923. }
  14924. }
  14925. }
  14926. // skinning uniforms must be set even if material didn't change
  14927. // auto-setting of texture unit for bone texture must go before other textures
  14928. // not sure why, but otherwise weird things happen
  14929. if ( material.skinning ) {
  14930. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14931. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14932. var skeleton = object.skeleton;
  14933. if ( skeleton ) {
  14934. var bones = skeleton.bones;
  14935. if ( capabilities.floatVertexTextures ) {
  14936. if ( skeleton.boneTexture === undefined ) {
  14937. // layout (1 matrix = 4 pixels)
  14938. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14939. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14940. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14941. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14942. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14943. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14944. size = _Math.ceilPowerOfTwo( size );
  14945. size = Math.max( size, 4 );
  14946. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14947. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14948. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14949. skeleton.boneMatrices = boneMatrices;
  14950. skeleton.boneTexture = boneTexture;
  14951. skeleton.boneTextureSize = size;
  14952. }
  14953. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14954. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14955. } else {
  14956. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14957. }
  14958. }
  14959. }
  14960. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14961. materialProperties.receiveShadow = object.receiveShadow;
  14962. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14963. }
  14964. if ( refreshMaterial ) {
  14965. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14966. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14967. if ( materialProperties.needsLights ) {
  14968. // the current material requires lighting info
  14969. // note: all lighting uniforms are always set correctly
  14970. // they simply reference the renderer's state for their
  14971. // values
  14972. //
  14973. // use the current material's .needsUpdate flags to set
  14974. // the GL state when required
  14975. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14976. }
  14977. // refresh uniforms common to several materials
  14978. if ( fog && material.fog ) {
  14979. refreshUniformsFog( m_uniforms, fog );
  14980. }
  14981. if ( material.isMeshBasicMaterial ) {
  14982. refreshUniformsCommon( m_uniforms, material );
  14983. } else if ( material.isMeshLambertMaterial ) {
  14984. refreshUniformsCommon( m_uniforms, material );
  14985. refreshUniformsLambert( m_uniforms, material );
  14986. } else if ( material.isMeshToonMaterial ) {
  14987. refreshUniformsCommon( m_uniforms, material );
  14988. refreshUniformsToon( m_uniforms, material );
  14989. } else if ( material.isMeshPhongMaterial ) {
  14990. refreshUniformsCommon( m_uniforms, material );
  14991. refreshUniformsPhong( m_uniforms, material );
  14992. } else if ( material.isMeshStandardMaterial ) {
  14993. refreshUniformsCommon( m_uniforms, material );
  14994. if ( material.isMeshPhysicalMaterial ) {
  14995. refreshUniformsPhysical( m_uniforms, material );
  14996. } else {
  14997. refreshUniformsStandard( m_uniforms, material );
  14998. }
  14999. } else if ( material.isMeshMatcapMaterial ) {
  15000. refreshUniformsCommon( m_uniforms, material );
  15001. refreshUniformsMatcap( m_uniforms, material );
  15002. } else if ( material.isMeshDepthMaterial ) {
  15003. refreshUniformsCommon( m_uniforms, material );
  15004. refreshUniformsDepth( m_uniforms, material );
  15005. } else if ( material.isMeshDistanceMaterial ) {
  15006. refreshUniformsCommon( m_uniforms, material );
  15007. refreshUniformsDistance( m_uniforms, material );
  15008. } else if ( material.isMeshNormalMaterial ) {
  15009. refreshUniformsCommon( m_uniforms, material );
  15010. refreshUniformsNormal( m_uniforms, material );
  15011. } else if ( material.isLineBasicMaterial ) {
  15012. refreshUniformsLine( m_uniforms, material );
  15013. if ( material.isLineDashedMaterial ) {
  15014. refreshUniformsDash( m_uniforms, material );
  15015. }
  15016. } else if ( material.isPointsMaterial ) {
  15017. refreshUniformsPoints( m_uniforms, material );
  15018. } else if ( material.isSpriteMaterial ) {
  15019. refreshUniformsSprites( m_uniforms, material );
  15020. } else if ( material.isShadowMaterial ) {
  15021. m_uniforms.color.value.copy( material.color );
  15022. m_uniforms.opacity.value = material.opacity;
  15023. }
  15024. // RectAreaLight Texture
  15025. // TODO (mrdoob): Find a nicer implementation
  15026. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15027. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15028. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15029. if ( material.isShaderMaterial ) {
  15030. material.uniformsNeedUpdate = false; // #15581
  15031. }
  15032. }
  15033. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15034. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15035. material.uniformsNeedUpdate = false;
  15036. }
  15037. if ( material.isSpriteMaterial ) {
  15038. p_uniforms.setValue( _gl, 'center', object.center );
  15039. }
  15040. // common matrices
  15041. if ( program.numMultiviewViews > 0 ) {
  15042. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15043. } else {
  15044. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15045. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15046. }
  15047. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15048. return program;
  15049. }
  15050. // Uniforms (refresh uniforms objects)
  15051. function refreshUniformsCommon( uniforms, material ) {
  15052. uniforms.opacity.value = material.opacity;
  15053. if ( material.color ) {
  15054. uniforms.diffuse.value.copy( material.color );
  15055. }
  15056. if ( material.emissive ) {
  15057. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15058. }
  15059. if ( material.map ) {
  15060. uniforms.map.value = material.map;
  15061. }
  15062. if ( material.alphaMap ) {
  15063. uniforms.alphaMap.value = material.alphaMap;
  15064. }
  15065. if ( material.specularMap ) {
  15066. uniforms.specularMap.value = material.specularMap;
  15067. }
  15068. if ( material.envMap ) {
  15069. uniforms.envMap.value = material.envMap;
  15070. // don't flip CubeTexture envMaps, flip everything else:
  15071. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15072. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15073. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15074. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15075. uniforms.reflectivity.value = material.reflectivity;
  15076. uniforms.refractionRatio.value = material.refractionRatio;
  15077. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15078. }
  15079. if ( material.lightMap ) {
  15080. uniforms.lightMap.value = material.lightMap;
  15081. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15082. }
  15083. if ( material.aoMap ) {
  15084. uniforms.aoMap.value = material.aoMap;
  15085. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15086. }
  15087. // uv repeat and offset setting priorities
  15088. // 1. color map
  15089. // 2. specular map
  15090. // 3. normal map
  15091. // 4. bump map
  15092. // 5. alpha map
  15093. // 6. emissive map
  15094. var uvScaleMap;
  15095. if ( material.map ) {
  15096. uvScaleMap = material.map;
  15097. } else if ( material.specularMap ) {
  15098. uvScaleMap = material.specularMap;
  15099. } else if ( material.displacementMap ) {
  15100. uvScaleMap = material.displacementMap;
  15101. } else if ( material.normalMap ) {
  15102. uvScaleMap = material.normalMap;
  15103. } else if ( material.bumpMap ) {
  15104. uvScaleMap = material.bumpMap;
  15105. } else if ( material.roughnessMap ) {
  15106. uvScaleMap = material.roughnessMap;
  15107. } else if ( material.metalnessMap ) {
  15108. uvScaleMap = material.metalnessMap;
  15109. } else if ( material.alphaMap ) {
  15110. uvScaleMap = material.alphaMap;
  15111. } else if ( material.emissiveMap ) {
  15112. uvScaleMap = material.emissiveMap;
  15113. }
  15114. if ( uvScaleMap !== undefined ) {
  15115. // backwards compatibility
  15116. if ( uvScaleMap.isWebGLRenderTarget ) {
  15117. uvScaleMap = uvScaleMap.texture;
  15118. }
  15119. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15120. uvScaleMap.updateMatrix();
  15121. }
  15122. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15123. }
  15124. // uv repeat and offset setting priorities for uv2
  15125. // 1. ao map
  15126. // 2. light map
  15127. var uv2ScaleMap;
  15128. if ( material.aoMap ) {
  15129. uv2ScaleMap = material.aoMap;
  15130. } else if ( material.lightMap ) {
  15131. uv2ScaleMap = material.lightMap;
  15132. }
  15133. if ( uv2ScaleMap !== undefined ) {
  15134. // backwards compatibility
  15135. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15136. uv2ScaleMap = uv2ScaleMap.texture;
  15137. }
  15138. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15139. uv2ScaleMap.updateMatrix();
  15140. }
  15141. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15142. }
  15143. }
  15144. function refreshUniformsLine( uniforms, material ) {
  15145. uniforms.diffuse.value.copy( material.color );
  15146. uniforms.opacity.value = material.opacity;
  15147. }
  15148. function refreshUniformsDash( uniforms, material ) {
  15149. uniforms.dashSize.value = material.dashSize;
  15150. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15151. uniforms.scale.value = material.scale;
  15152. }
  15153. function refreshUniformsPoints( uniforms, material ) {
  15154. uniforms.diffuse.value.copy( material.color );
  15155. uniforms.opacity.value = material.opacity;
  15156. uniforms.size.value = material.size * _pixelRatio;
  15157. uniforms.scale.value = _height * 0.5;
  15158. if ( material.map ) {
  15159. uniforms.map.value = material.map;
  15160. }
  15161. if ( material.alphaMap ) {
  15162. uniforms.alphaMap.value = material.alphaMap;
  15163. }
  15164. // uv repeat and offset setting priorities
  15165. // 1. color map
  15166. // 2. alpha map
  15167. var uvScaleMap;
  15168. if ( material.map ) {
  15169. uvScaleMap = material.map;
  15170. } else if ( material.alphaMap ) {
  15171. uvScaleMap = material.alphaMap;
  15172. }
  15173. if ( uvScaleMap !== undefined ) {
  15174. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15175. uvScaleMap.updateMatrix();
  15176. }
  15177. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15178. }
  15179. }
  15180. function refreshUniformsSprites( uniforms, material ) {
  15181. uniforms.diffuse.value.copy( material.color );
  15182. uniforms.opacity.value = material.opacity;
  15183. uniforms.rotation.value = material.rotation;
  15184. if ( material.map ) {
  15185. uniforms.map.value = material.map;
  15186. }
  15187. if ( material.alphaMap ) {
  15188. uniforms.alphaMap.value = material.alphaMap;
  15189. }
  15190. // uv repeat and offset setting priorities
  15191. // 1. color map
  15192. // 2. alpha map
  15193. var uvScaleMap;
  15194. if ( material.map ) {
  15195. uvScaleMap = material.map;
  15196. } else if ( material.alphaMap ) {
  15197. uvScaleMap = material.alphaMap;
  15198. }
  15199. if ( uvScaleMap !== undefined ) {
  15200. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15201. uvScaleMap.updateMatrix();
  15202. }
  15203. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15204. }
  15205. }
  15206. function refreshUniformsFog( uniforms, fog ) {
  15207. uniforms.fogColor.value.copy( fog.color );
  15208. if ( fog.isFog ) {
  15209. uniforms.fogNear.value = fog.near;
  15210. uniforms.fogFar.value = fog.far;
  15211. } else if ( fog.isFogExp2 ) {
  15212. uniforms.fogDensity.value = fog.density;
  15213. }
  15214. }
  15215. function refreshUniformsLambert( uniforms, material ) {
  15216. if ( material.emissiveMap ) {
  15217. uniforms.emissiveMap.value = material.emissiveMap;
  15218. }
  15219. }
  15220. function refreshUniformsPhong( uniforms, material ) {
  15221. uniforms.specular.value.copy( material.specular );
  15222. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15223. if ( material.emissiveMap ) {
  15224. uniforms.emissiveMap.value = material.emissiveMap;
  15225. }
  15226. if ( material.bumpMap ) {
  15227. uniforms.bumpMap.value = material.bumpMap;
  15228. uniforms.bumpScale.value = material.bumpScale;
  15229. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15230. }
  15231. if ( material.normalMap ) {
  15232. uniforms.normalMap.value = material.normalMap;
  15233. uniforms.normalScale.value.copy( material.normalScale );
  15234. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15235. }
  15236. if ( material.displacementMap ) {
  15237. uniforms.displacementMap.value = material.displacementMap;
  15238. uniforms.displacementScale.value = material.displacementScale;
  15239. uniforms.displacementBias.value = material.displacementBias;
  15240. }
  15241. }
  15242. function refreshUniformsToon( uniforms, material ) {
  15243. uniforms.specular.value.copy( material.specular );
  15244. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15245. if ( material.gradientMap ) {
  15246. uniforms.gradientMap.value = material.gradientMap;
  15247. }
  15248. if ( material.emissiveMap ) {
  15249. uniforms.emissiveMap.value = material.emissiveMap;
  15250. }
  15251. if ( material.bumpMap ) {
  15252. uniforms.bumpMap.value = material.bumpMap;
  15253. uniforms.bumpScale.value = material.bumpScale;
  15254. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15255. }
  15256. if ( material.normalMap ) {
  15257. uniforms.normalMap.value = material.normalMap;
  15258. uniforms.normalScale.value.copy( material.normalScale );
  15259. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15260. }
  15261. if ( material.displacementMap ) {
  15262. uniforms.displacementMap.value = material.displacementMap;
  15263. uniforms.displacementScale.value = material.displacementScale;
  15264. uniforms.displacementBias.value = material.displacementBias;
  15265. }
  15266. }
  15267. function refreshUniformsStandard( uniforms, material ) {
  15268. uniforms.roughness.value = material.roughness;
  15269. uniforms.metalness.value = material.metalness;
  15270. if ( material.roughnessMap ) {
  15271. uniforms.roughnessMap.value = material.roughnessMap;
  15272. }
  15273. if ( material.metalnessMap ) {
  15274. uniforms.metalnessMap.value = material.metalnessMap;
  15275. }
  15276. if ( material.emissiveMap ) {
  15277. uniforms.emissiveMap.value = material.emissiveMap;
  15278. }
  15279. if ( material.bumpMap ) {
  15280. uniforms.bumpMap.value = material.bumpMap;
  15281. uniforms.bumpScale.value = material.bumpScale;
  15282. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15283. }
  15284. if ( material.normalMap ) {
  15285. uniforms.normalMap.value = material.normalMap;
  15286. uniforms.normalScale.value.copy( material.normalScale );
  15287. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15288. }
  15289. if ( material.displacementMap ) {
  15290. uniforms.displacementMap.value = material.displacementMap;
  15291. uniforms.displacementScale.value = material.displacementScale;
  15292. uniforms.displacementBias.value = material.displacementBias;
  15293. }
  15294. if ( material.envMap ) {
  15295. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15296. uniforms.envMapIntensity.value = material.envMapIntensity;
  15297. }
  15298. }
  15299. function refreshUniformsPhysical( uniforms, material ) {
  15300. refreshUniformsStandard( uniforms, material );
  15301. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15302. uniforms.clearcoat.value = material.clearcoat;
  15303. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15304. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15305. if ( material.clearcoatNormalMap ) {
  15306. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15307. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15308. if ( material.side === BackSide ) {
  15309. uniforms.clearcoatNormalScale.value.negate();
  15310. }
  15311. }
  15312. uniforms.transparency.value = material.transparency;
  15313. }
  15314. function refreshUniformsMatcap( uniforms, material ) {
  15315. if ( material.matcap ) {
  15316. uniforms.matcap.value = material.matcap;
  15317. }
  15318. if ( material.bumpMap ) {
  15319. uniforms.bumpMap.value = material.bumpMap;
  15320. uniforms.bumpScale.value = material.bumpScale;
  15321. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15322. }
  15323. if ( material.normalMap ) {
  15324. uniforms.normalMap.value = material.normalMap;
  15325. uniforms.normalScale.value.copy( material.normalScale );
  15326. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15327. }
  15328. if ( material.displacementMap ) {
  15329. uniforms.displacementMap.value = material.displacementMap;
  15330. uniforms.displacementScale.value = material.displacementScale;
  15331. uniforms.displacementBias.value = material.displacementBias;
  15332. }
  15333. }
  15334. function refreshUniformsDepth( uniforms, material ) {
  15335. if ( material.displacementMap ) {
  15336. uniforms.displacementMap.value = material.displacementMap;
  15337. uniforms.displacementScale.value = material.displacementScale;
  15338. uniforms.displacementBias.value = material.displacementBias;
  15339. }
  15340. }
  15341. function refreshUniformsDistance( uniforms, material ) {
  15342. if ( material.displacementMap ) {
  15343. uniforms.displacementMap.value = material.displacementMap;
  15344. uniforms.displacementScale.value = material.displacementScale;
  15345. uniforms.displacementBias.value = material.displacementBias;
  15346. }
  15347. uniforms.referencePosition.value.copy( material.referencePosition );
  15348. uniforms.nearDistance.value = material.nearDistance;
  15349. uniforms.farDistance.value = material.farDistance;
  15350. }
  15351. function refreshUniformsNormal( uniforms, material ) {
  15352. if ( material.bumpMap ) {
  15353. uniforms.bumpMap.value = material.bumpMap;
  15354. uniforms.bumpScale.value = material.bumpScale;
  15355. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15356. }
  15357. if ( material.normalMap ) {
  15358. uniforms.normalMap.value = material.normalMap;
  15359. uniforms.normalScale.value.copy( material.normalScale );
  15360. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15361. }
  15362. if ( material.displacementMap ) {
  15363. uniforms.displacementMap.value = material.displacementMap;
  15364. uniforms.displacementScale.value = material.displacementScale;
  15365. uniforms.displacementBias.value = material.displacementBias;
  15366. }
  15367. }
  15368. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15369. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15370. uniforms.ambientLightColor.needsUpdate = value;
  15371. uniforms.lightProbe.needsUpdate = value;
  15372. uniforms.directionalLights.needsUpdate = value;
  15373. uniforms.pointLights.needsUpdate = value;
  15374. uniforms.spotLights.needsUpdate = value;
  15375. uniforms.rectAreaLights.needsUpdate = value;
  15376. uniforms.hemisphereLights.needsUpdate = value;
  15377. }
  15378. function materialNeedsLights( material ) {
  15379. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15380. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15381. ( material.isShaderMaterial && material.lights === true );
  15382. }
  15383. //
  15384. this.setFramebuffer = function ( value ) {
  15385. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15386. _framebuffer = value;
  15387. };
  15388. this.getActiveCubeFace = function () {
  15389. return _currentActiveCubeFace;
  15390. };
  15391. this.getActiveMipmapLevel = function () {
  15392. return _currentActiveMipmapLevel;
  15393. };
  15394. this.getRenderTarget = function () {
  15395. return _currentRenderTarget;
  15396. };
  15397. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15398. _currentRenderTarget = renderTarget;
  15399. _currentActiveCubeFace = activeCubeFace;
  15400. _currentActiveMipmapLevel = activeMipmapLevel;
  15401. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15402. textures.setupRenderTarget( renderTarget );
  15403. }
  15404. var framebuffer = _framebuffer;
  15405. var isCube = false;
  15406. if ( renderTarget ) {
  15407. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15408. if ( renderTarget.isWebGLRenderTargetCube ) {
  15409. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15410. isCube = true;
  15411. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15412. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15413. } else {
  15414. framebuffer = __webglFramebuffer;
  15415. }
  15416. _currentViewport.copy( renderTarget.viewport );
  15417. _currentScissor.copy( renderTarget.scissor );
  15418. _currentScissorTest = renderTarget.scissorTest;
  15419. } else {
  15420. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15421. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15422. _currentScissorTest = _scissorTest;
  15423. }
  15424. if ( _currentFramebuffer !== framebuffer ) {
  15425. _gl.bindFramebuffer( 36160, framebuffer );
  15426. _currentFramebuffer = framebuffer;
  15427. }
  15428. state.viewport( _currentViewport );
  15429. state.scissor( _currentScissor );
  15430. state.setScissorTest( _currentScissorTest );
  15431. if ( isCube ) {
  15432. var textureProperties = properties.get( renderTarget.texture );
  15433. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15434. }
  15435. };
  15436. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15437. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15438. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15439. return;
  15440. }
  15441. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15442. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15443. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15444. }
  15445. if ( framebuffer ) {
  15446. var restore = false;
  15447. if ( framebuffer !== _currentFramebuffer ) {
  15448. _gl.bindFramebuffer( 36160, framebuffer );
  15449. restore = true;
  15450. }
  15451. try {
  15452. var texture = renderTarget.texture;
  15453. var textureFormat = texture.format;
  15454. var textureType = texture.type;
  15455. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15456. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15457. return;
  15458. }
  15459. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15460. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15461. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15462. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15463. return;
  15464. }
  15465. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15466. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15467. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15468. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15469. }
  15470. } else {
  15471. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15472. }
  15473. } finally {
  15474. if ( restore ) {
  15475. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15476. }
  15477. }
  15478. }
  15479. };
  15480. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15481. if ( level === undefined ) { level = 0; }
  15482. var levelScale = Math.pow( 2, - level );
  15483. var width = Math.floor( texture.image.width * levelScale );
  15484. var height = Math.floor( texture.image.height * levelScale );
  15485. var glFormat = utils.convert( texture.format );
  15486. textures.setTexture2D( texture, 0 );
  15487. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15488. state.unbindTexture();
  15489. };
  15490. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15491. var width = srcTexture.image.width;
  15492. var height = srcTexture.image.height;
  15493. var glFormat = utils.convert( dstTexture.format );
  15494. var glType = utils.convert( dstTexture.type );
  15495. textures.setTexture2D( dstTexture, 0 );
  15496. if ( srcTexture.isDataTexture ) {
  15497. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15498. } else {
  15499. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15500. }
  15501. state.unbindTexture();
  15502. };
  15503. this.initTexture = function ( texture ) {
  15504. textures.setTexture2D( texture, 0 );
  15505. state.unbindTexture();
  15506. };
  15507. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15508. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15509. }
  15510. }
  15511. /**
  15512. * @author mrdoob / http://mrdoob.com/
  15513. * @author alteredq / http://alteredqualia.com/
  15514. */
  15515. function FogExp2( color, density ) {
  15516. this.name = '';
  15517. this.color = new Color( color );
  15518. this.density = ( density !== undefined ) ? density : 0.00025;
  15519. }
  15520. Object.assign( FogExp2.prototype, {
  15521. isFogExp2: true,
  15522. clone: function () {
  15523. return new FogExp2( this.color, this.density );
  15524. },
  15525. toJSON: function ( /* meta */ ) {
  15526. return {
  15527. type: 'FogExp2',
  15528. color: this.color.getHex(),
  15529. density: this.density
  15530. };
  15531. }
  15532. } );
  15533. /**
  15534. * @author mrdoob / http://mrdoob.com/
  15535. * @author alteredq / http://alteredqualia.com/
  15536. */
  15537. function Fog( color, near, far ) {
  15538. this.name = '';
  15539. this.color = new Color( color );
  15540. this.near = ( near !== undefined ) ? near : 1;
  15541. this.far = ( far !== undefined ) ? far : 1000;
  15542. }
  15543. Object.assign( Fog.prototype, {
  15544. isFog: true,
  15545. clone: function () {
  15546. return new Fog( this.color, this.near, this.far );
  15547. },
  15548. toJSON: function ( /* meta */ ) {
  15549. return {
  15550. type: 'Fog',
  15551. color: this.color.getHex(),
  15552. near: this.near,
  15553. far: this.far
  15554. };
  15555. }
  15556. } );
  15557. /**
  15558. * @author benaadams / https://twitter.com/ben_a_adams
  15559. */
  15560. function InterleavedBuffer( array, stride ) {
  15561. this.array = array;
  15562. this.stride = stride;
  15563. this.count = array !== undefined ? array.length / stride : 0;
  15564. this.usage = StaticDrawUsage;
  15565. this.updateRange = { offset: 0, count: - 1 };
  15566. this.version = 0;
  15567. }
  15568. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15569. set: function ( value ) {
  15570. if ( value === true ) { this.version ++; }
  15571. }
  15572. } );
  15573. Object.assign( InterleavedBuffer.prototype, {
  15574. isInterleavedBuffer: true,
  15575. onUploadCallback: function () {},
  15576. setUsage: function ( value ) {
  15577. this.usage = value;
  15578. return this;
  15579. },
  15580. copy: function ( source ) {
  15581. this.array = new source.array.constructor( source.array );
  15582. this.count = source.count;
  15583. this.stride = source.stride;
  15584. this.usage = source.usage;
  15585. return this;
  15586. },
  15587. copyAt: function ( index1, attribute, index2 ) {
  15588. index1 *= this.stride;
  15589. index2 *= attribute.stride;
  15590. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15591. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15592. }
  15593. return this;
  15594. },
  15595. set: function ( value, offset ) {
  15596. if ( offset === undefined ) { offset = 0; }
  15597. this.array.set( value, offset );
  15598. return this;
  15599. },
  15600. clone: function () {
  15601. return new this.constructor().copy( this );
  15602. },
  15603. onUpload: function ( callback ) {
  15604. this.onUploadCallback = callback;
  15605. return this;
  15606. }
  15607. } );
  15608. /**
  15609. * @author benaadams / https://twitter.com/ben_a_adams
  15610. */
  15611. var _vector$7 = new Vector3();
  15612. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15613. this.data = interleavedBuffer;
  15614. this.itemSize = itemSize;
  15615. this.offset = offset;
  15616. this.normalized = normalized === true;
  15617. }
  15618. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15619. count: {
  15620. get: function () {
  15621. return this.data.count;
  15622. }
  15623. },
  15624. array: {
  15625. get: function () {
  15626. return this.data.array;
  15627. }
  15628. }
  15629. } );
  15630. Object.assign( InterleavedBufferAttribute.prototype, {
  15631. isInterleavedBufferAttribute: true,
  15632. applyMatrix4: function ( m ) {
  15633. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15634. _vector$7.x = this.getX( i );
  15635. _vector$7.y = this.getY( i );
  15636. _vector$7.z = this.getZ( i );
  15637. _vector$7.applyMatrix4( m );
  15638. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  15639. }
  15640. return this;
  15641. },
  15642. setX: function ( index, x ) {
  15643. this.data.array[ index * this.data.stride + this.offset ] = x;
  15644. return this;
  15645. },
  15646. setY: function ( index, y ) {
  15647. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15648. return this;
  15649. },
  15650. setZ: function ( index, z ) {
  15651. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15652. return this;
  15653. },
  15654. setW: function ( index, w ) {
  15655. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15656. return this;
  15657. },
  15658. getX: function ( index ) {
  15659. return this.data.array[ index * this.data.stride + this.offset ];
  15660. },
  15661. getY: function ( index ) {
  15662. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15663. },
  15664. getZ: function ( index ) {
  15665. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15666. },
  15667. getW: function ( index ) {
  15668. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15669. },
  15670. setXY: function ( index, x, y ) {
  15671. index = index * this.data.stride + this.offset;
  15672. this.data.array[ index + 0 ] = x;
  15673. this.data.array[ index + 1 ] = y;
  15674. return this;
  15675. },
  15676. setXYZ: function ( index, x, y, z ) {
  15677. index = index * this.data.stride + this.offset;
  15678. this.data.array[ index + 0 ] = x;
  15679. this.data.array[ index + 1 ] = y;
  15680. this.data.array[ index + 2 ] = z;
  15681. return this;
  15682. },
  15683. setXYZW: function ( index, x, y, z, w ) {
  15684. index = index * this.data.stride + this.offset;
  15685. this.data.array[ index + 0 ] = x;
  15686. this.data.array[ index + 1 ] = y;
  15687. this.data.array[ index + 2 ] = z;
  15688. this.data.array[ index + 3 ] = w;
  15689. return this;
  15690. }
  15691. } );
  15692. /**
  15693. * @author alteredq / http://alteredqualia.com/
  15694. *
  15695. * parameters = {
  15696. * color: <hex>,
  15697. * map: new THREE.Texture( <Image> ),
  15698. * alphaMap: new THREE.Texture( <Image> ),
  15699. * rotation: <float>,
  15700. * sizeAttenuation: <bool>
  15701. * }
  15702. */
  15703. function SpriteMaterial( parameters ) {
  15704. Material.call( this );
  15705. this.type = 'SpriteMaterial';
  15706. this.color = new Color( 0xffffff );
  15707. this.map = null;
  15708. this.alphaMap = null;
  15709. this.rotation = 0;
  15710. this.sizeAttenuation = true;
  15711. this.transparent = true;
  15712. this.setValues( parameters );
  15713. }
  15714. SpriteMaterial.prototype = Object.create( Material.prototype );
  15715. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15716. SpriteMaterial.prototype.isSpriteMaterial = true;
  15717. SpriteMaterial.prototype.copy = function ( source ) {
  15718. Material.prototype.copy.call( this, source );
  15719. this.color.copy( source.color );
  15720. this.map = source.map;
  15721. this.alphaMap = source.alphaMap;
  15722. this.rotation = source.rotation;
  15723. this.sizeAttenuation = source.sizeAttenuation;
  15724. return this;
  15725. };
  15726. /**
  15727. * @author mikael emtinger / http://gomo.se/
  15728. * @author alteredq / http://alteredqualia.com/
  15729. */
  15730. var _geometry;
  15731. var _intersectPoint = new Vector3();
  15732. var _worldScale = new Vector3();
  15733. var _mvPosition = new Vector3();
  15734. var _alignedPosition = new Vector2();
  15735. var _rotatedPosition = new Vector2();
  15736. var _viewWorldMatrix = new Matrix4();
  15737. var _vA$1 = new Vector3();
  15738. var _vB$1 = new Vector3();
  15739. var _vC$1 = new Vector3();
  15740. var _uvA$1 = new Vector2();
  15741. var _uvB$1 = new Vector2();
  15742. var _uvC$1 = new Vector2();
  15743. function Sprite( material ) {
  15744. Object3D.call( this );
  15745. this.type = 'Sprite';
  15746. if ( _geometry === undefined ) {
  15747. _geometry = new BufferGeometry();
  15748. var float32Array = new Float32Array( [
  15749. - 0.5, - 0.5, 0, 0, 0,
  15750. 0.5, - 0.5, 0, 1, 0,
  15751. 0.5, 0.5, 0, 1, 1,
  15752. - 0.5, 0.5, 0, 0, 1
  15753. ] );
  15754. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15755. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15756. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15757. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15758. }
  15759. this.geometry = _geometry;
  15760. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15761. this.center = new Vector2( 0.5, 0.5 );
  15762. }
  15763. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15764. constructor: Sprite,
  15765. isSprite: true,
  15766. raycast: function ( raycaster, intersects ) {
  15767. if ( raycaster.camera === null ) {
  15768. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15769. }
  15770. _worldScale.setFromMatrixScale( this.matrixWorld );
  15771. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15772. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15773. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15774. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15775. _worldScale.multiplyScalar( - _mvPosition.z );
  15776. }
  15777. var rotation = this.material.rotation;
  15778. var sin, cos;
  15779. if ( rotation !== 0 ) {
  15780. cos = Math.cos( rotation );
  15781. sin = Math.sin( rotation );
  15782. }
  15783. var center = this.center;
  15784. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15785. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15786. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15787. _uvA$1.set( 0, 0 );
  15788. _uvB$1.set( 1, 0 );
  15789. _uvC$1.set( 1, 1 );
  15790. // check first triangle
  15791. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15792. if ( intersect === null ) {
  15793. // check second triangle
  15794. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15795. _uvB$1.set( 0, 1 );
  15796. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15797. if ( intersect === null ) {
  15798. return;
  15799. }
  15800. }
  15801. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15802. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15803. intersects.push( {
  15804. distance: distance,
  15805. point: _intersectPoint.clone(),
  15806. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15807. face: null,
  15808. object: this
  15809. } );
  15810. },
  15811. clone: function () {
  15812. return new this.constructor( this.material ).copy( this );
  15813. },
  15814. copy: function ( source ) {
  15815. Object3D.prototype.copy.call( this, source );
  15816. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15817. return this;
  15818. }
  15819. } );
  15820. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15821. // compute position in camera space
  15822. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15823. // to check if rotation is not zero
  15824. if ( sin !== undefined ) {
  15825. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15826. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15827. } else {
  15828. _rotatedPosition.copy( _alignedPosition );
  15829. }
  15830. vertexPosition.copy( mvPosition );
  15831. vertexPosition.x += _rotatedPosition.x;
  15832. vertexPosition.y += _rotatedPosition.y;
  15833. // transform to world space
  15834. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15835. }
  15836. /**
  15837. * @author mikael emtinger / http://gomo.se/
  15838. * @author alteredq / http://alteredqualia.com/
  15839. * @author mrdoob / http://mrdoob.com/
  15840. */
  15841. var _v1$4 = new Vector3();
  15842. var _v2$2 = new Vector3();
  15843. function LOD() {
  15844. Object3D.call( this );
  15845. this.type = 'LOD';
  15846. Object.defineProperties( this, {
  15847. levels: {
  15848. enumerable: true,
  15849. value: []
  15850. }
  15851. } );
  15852. this.autoUpdate = true;
  15853. }
  15854. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15855. constructor: LOD,
  15856. isLOD: true,
  15857. copy: function ( source ) {
  15858. Object3D.prototype.copy.call( this, source, false );
  15859. var levels = source.levels;
  15860. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15861. var level = levels[ i ];
  15862. this.addLevel( level.object.clone(), level.distance );
  15863. }
  15864. this.autoUpdate = source.autoUpdate;
  15865. return this;
  15866. },
  15867. addLevel: function ( object, distance ) {
  15868. if ( distance === undefined ) { distance = 0; }
  15869. distance = Math.abs( distance );
  15870. var levels = this.levels;
  15871. for ( var l = 0; l < levels.length; l ++ ) {
  15872. if ( distance < levels[ l ].distance ) {
  15873. break;
  15874. }
  15875. }
  15876. levels.splice( l, 0, { distance: distance, object: object } );
  15877. this.add( object );
  15878. return this;
  15879. },
  15880. getObjectForDistance: function ( distance ) {
  15881. var levels = this.levels;
  15882. if ( levels.length > 0 ) {
  15883. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15884. if ( distance < levels[ i ].distance ) {
  15885. break;
  15886. }
  15887. }
  15888. return levels[ i - 1 ].object;
  15889. }
  15890. return null;
  15891. },
  15892. raycast: function ( raycaster, intersects ) {
  15893. var levels = this.levels;
  15894. if ( levels.length > 0 ) {
  15895. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15896. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15897. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15898. }
  15899. },
  15900. update: function ( camera ) {
  15901. var levels = this.levels;
  15902. if ( levels.length > 1 ) {
  15903. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15904. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15905. var distance = _v1$4.distanceTo( _v2$2 );
  15906. levels[ 0 ].object.visible = true;
  15907. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15908. if ( distance >= levels[ i ].distance ) {
  15909. levels[ i - 1 ].object.visible = false;
  15910. levels[ i ].object.visible = true;
  15911. } else {
  15912. break;
  15913. }
  15914. }
  15915. for ( ; i < l; i ++ ) {
  15916. levels[ i ].object.visible = false;
  15917. }
  15918. }
  15919. },
  15920. toJSON: function ( meta ) {
  15921. var data = Object3D.prototype.toJSON.call( this, meta );
  15922. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  15923. data.object.levels = [];
  15924. var levels = this.levels;
  15925. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15926. var level = levels[ i ];
  15927. data.object.levels.push( {
  15928. object: level.object.uuid,
  15929. distance: level.distance
  15930. } );
  15931. }
  15932. return data;
  15933. }
  15934. } );
  15935. /**
  15936. * @author mikael emtinger / http://gomo.se/
  15937. * @author alteredq / http://alteredqualia.com/
  15938. * @author ikerr / http://verold.com
  15939. */
  15940. function SkinnedMesh( geometry, material ) {
  15941. if ( geometry && geometry.isGeometry ) {
  15942. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15943. }
  15944. Mesh.call( this, geometry, material );
  15945. this.type = 'SkinnedMesh';
  15946. this.bindMode = 'attached';
  15947. this.bindMatrix = new Matrix4();
  15948. this.bindMatrixInverse = new Matrix4();
  15949. }
  15950. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15951. constructor: SkinnedMesh,
  15952. isSkinnedMesh: true,
  15953. bind: function ( skeleton, bindMatrix ) {
  15954. this.skeleton = skeleton;
  15955. if ( bindMatrix === undefined ) {
  15956. this.updateMatrixWorld( true );
  15957. this.skeleton.calculateInverses();
  15958. bindMatrix = this.matrixWorld;
  15959. }
  15960. this.bindMatrix.copy( bindMatrix );
  15961. this.bindMatrixInverse.getInverse( bindMatrix );
  15962. },
  15963. pose: function () {
  15964. this.skeleton.pose();
  15965. },
  15966. normalizeSkinWeights: function () {
  15967. var vector = new Vector4();
  15968. var skinWeight = this.geometry.attributes.skinWeight;
  15969. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15970. vector.x = skinWeight.getX( i );
  15971. vector.y = skinWeight.getY( i );
  15972. vector.z = skinWeight.getZ( i );
  15973. vector.w = skinWeight.getW( i );
  15974. var scale = 1.0 / vector.manhattanLength();
  15975. if ( scale !== Infinity ) {
  15976. vector.multiplyScalar( scale );
  15977. } else {
  15978. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15979. }
  15980. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15981. }
  15982. },
  15983. updateMatrixWorld: function ( force ) {
  15984. Mesh.prototype.updateMatrixWorld.call( this, force );
  15985. if ( this.bindMode === 'attached' ) {
  15986. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15987. } else if ( this.bindMode === 'detached' ) {
  15988. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15989. } else {
  15990. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15991. }
  15992. },
  15993. clone: function () {
  15994. return new this.constructor( this.geometry, this.material ).copy( this );
  15995. }
  15996. } );
  15997. /**
  15998. * @author mikael emtinger / http://gomo.se/
  15999. * @author alteredq / http://alteredqualia.com/
  16000. * @author michael guerrero / http://realitymeltdown.com
  16001. * @author ikerr / http://verold.com
  16002. */
  16003. var _offsetMatrix = new Matrix4();
  16004. var _identityMatrix = new Matrix4();
  16005. function Skeleton( bones, boneInverses ) {
  16006. // copy the bone array
  16007. bones = bones || [];
  16008. this.bones = bones.slice( 0 );
  16009. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16010. this.frame = - 1;
  16011. // use the supplied bone inverses or calculate the inverses
  16012. if ( boneInverses === undefined ) {
  16013. this.calculateInverses();
  16014. } else {
  16015. if ( this.bones.length === boneInverses.length ) {
  16016. this.boneInverses = boneInverses.slice( 0 );
  16017. } else {
  16018. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16019. this.boneInverses = [];
  16020. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16021. this.boneInverses.push( new Matrix4() );
  16022. }
  16023. }
  16024. }
  16025. }
  16026. Object.assign( Skeleton.prototype, {
  16027. calculateInverses: function () {
  16028. this.boneInverses = [];
  16029. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16030. var inverse = new Matrix4();
  16031. if ( this.bones[ i ] ) {
  16032. inverse.getInverse( this.bones[ i ].matrixWorld );
  16033. }
  16034. this.boneInverses.push( inverse );
  16035. }
  16036. },
  16037. pose: function () {
  16038. var bone, i, il;
  16039. // recover the bind-time world matrices
  16040. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16041. bone = this.bones[ i ];
  16042. if ( bone ) {
  16043. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16044. }
  16045. }
  16046. // compute the local matrices, positions, rotations and scales
  16047. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16048. bone = this.bones[ i ];
  16049. if ( bone ) {
  16050. if ( bone.parent && bone.parent.isBone ) {
  16051. bone.matrix.getInverse( bone.parent.matrixWorld );
  16052. bone.matrix.multiply( bone.matrixWorld );
  16053. } else {
  16054. bone.matrix.copy( bone.matrixWorld );
  16055. }
  16056. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16057. }
  16058. }
  16059. },
  16060. update: function () {
  16061. var bones = this.bones;
  16062. var boneInverses = this.boneInverses;
  16063. var boneMatrices = this.boneMatrices;
  16064. var boneTexture = this.boneTexture;
  16065. // flatten bone matrices to array
  16066. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16067. // compute the offset between the current and the original transform
  16068. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16069. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16070. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16071. }
  16072. if ( boneTexture !== undefined ) {
  16073. boneTexture.needsUpdate = true;
  16074. }
  16075. },
  16076. clone: function () {
  16077. return new Skeleton( this.bones, this.boneInverses );
  16078. },
  16079. getBoneByName: function ( name ) {
  16080. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16081. var bone = this.bones[ i ];
  16082. if ( bone.name === name ) {
  16083. return bone;
  16084. }
  16085. }
  16086. return undefined;
  16087. }
  16088. } );
  16089. /**
  16090. * @author mikael emtinger / http://gomo.se/
  16091. * @author alteredq / http://alteredqualia.com/
  16092. * @author ikerr / http://verold.com
  16093. */
  16094. function Bone() {
  16095. Object3D.call( this );
  16096. this.type = 'Bone';
  16097. }
  16098. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16099. constructor: Bone,
  16100. isBone: true
  16101. } );
  16102. /**
  16103. * @author mrdoob / http://mrdoob.com/
  16104. */
  16105. var _instanceLocalMatrix = new Matrix4();
  16106. var _instanceWorldMatrix = new Matrix4();
  16107. var _instanceIntersects = [];
  16108. var _mesh = new Mesh();
  16109. function InstancedMesh( geometry, material, count ) {
  16110. Mesh.call( this, geometry, material );
  16111. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16112. this.count = count;
  16113. }
  16114. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16115. constructor: InstancedMesh,
  16116. isInstancedMesh: true,
  16117. getMatrixAt: function ( index, matrix ) {
  16118. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16119. },
  16120. raycast: function ( raycaster, intersects ) {
  16121. var matrixWorld = this.matrixWorld;
  16122. var raycastTimes = this.count;
  16123. _mesh.geometry = this.geometry;
  16124. _mesh.material = this.material;
  16125. if ( _mesh.material === undefined ) { return; }
  16126. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16127. // calculate the world matrix for each instance
  16128. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16129. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16130. // the mesh represents this single instance
  16131. _mesh.matrixWorld = _instanceWorldMatrix;
  16132. _mesh.raycast( raycaster, _instanceIntersects );
  16133. // process the result of raycast
  16134. if ( _instanceIntersects.length > 0 ) {
  16135. _instanceIntersects[ 0 ].instanceId = instanceId;
  16136. _instanceIntersects[ 0 ].object = this;
  16137. intersects.push( _instanceIntersects[ 0 ] );
  16138. _instanceIntersects.length = 0;
  16139. }
  16140. }
  16141. },
  16142. setMatrixAt: function ( index, matrix ) {
  16143. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16144. },
  16145. updateMorphTargets: function () {
  16146. }
  16147. } );
  16148. /**
  16149. * @author mrdoob / http://mrdoob.com/
  16150. * @author alteredq / http://alteredqualia.com/
  16151. *
  16152. * parameters = {
  16153. * color: <hex>,
  16154. * opacity: <float>,
  16155. *
  16156. * linewidth: <float>,
  16157. * linecap: "round",
  16158. * linejoin: "round"
  16159. * }
  16160. */
  16161. function LineBasicMaterial( parameters ) {
  16162. Material.call( this );
  16163. this.type = 'LineBasicMaterial';
  16164. this.color = new Color( 0xffffff );
  16165. this.linewidth = 1;
  16166. this.linecap = 'round';
  16167. this.linejoin = 'round';
  16168. this.setValues( parameters );
  16169. }
  16170. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16171. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16172. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16173. LineBasicMaterial.prototype.copy = function ( source ) {
  16174. Material.prototype.copy.call( this, source );
  16175. this.color.copy( source.color );
  16176. this.linewidth = source.linewidth;
  16177. this.linecap = source.linecap;
  16178. this.linejoin = source.linejoin;
  16179. return this;
  16180. };
  16181. /**
  16182. * @author mrdoob / http://mrdoob.com/
  16183. */
  16184. var _start = new Vector3();
  16185. var _end = new Vector3();
  16186. var _inverseMatrix$1 = new Matrix4();
  16187. var _ray$1 = new Ray();
  16188. var _sphere$2 = new Sphere();
  16189. function Line( geometry, material, mode ) {
  16190. if ( mode === 1 ) {
  16191. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16192. }
  16193. Object3D.call( this );
  16194. this.type = 'Line';
  16195. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16196. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16197. }
  16198. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16199. constructor: Line,
  16200. isLine: true,
  16201. computeLineDistances: function () {
  16202. var geometry = this.geometry;
  16203. if ( geometry.isBufferGeometry ) {
  16204. // we assume non-indexed geometry
  16205. if ( geometry.index === null ) {
  16206. var positionAttribute = geometry.attributes.position;
  16207. var lineDistances = [ 0 ];
  16208. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16209. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16210. _end.fromBufferAttribute( positionAttribute, i );
  16211. lineDistances[ i ] = lineDistances[ i - 1 ];
  16212. lineDistances[ i ] += _start.distanceTo( _end );
  16213. }
  16214. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16215. } else {
  16216. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16217. }
  16218. } else if ( geometry.isGeometry ) {
  16219. var vertices = geometry.vertices;
  16220. var lineDistances = geometry.lineDistances;
  16221. lineDistances[ 0 ] = 0;
  16222. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16223. lineDistances[ i ] = lineDistances[ i - 1 ];
  16224. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16225. }
  16226. }
  16227. return this;
  16228. },
  16229. raycast: function ( raycaster, intersects ) {
  16230. var precision = raycaster.linePrecision;
  16231. var geometry = this.geometry;
  16232. var matrixWorld = this.matrixWorld;
  16233. // Checking boundingSphere distance to ray
  16234. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16235. _sphere$2.copy( geometry.boundingSphere );
  16236. _sphere$2.applyMatrix4( matrixWorld );
  16237. _sphere$2.radius += precision;
  16238. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16239. //
  16240. _inverseMatrix$1.getInverse( matrixWorld );
  16241. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16242. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16243. var localPrecisionSq = localPrecision * localPrecision;
  16244. var vStart = new Vector3();
  16245. var vEnd = new Vector3();
  16246. var interSegment = new Vector3();
  16247. var interRay = new Vector3();
  16248. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16249. if ( geometry.isBufferGeometry ) {
  16250. var index = geometry.index;
  16251. var attributes = geometry.attributes;
  16252. var positions = attributes.position.array;
  16253. if ( index !== null ) {
  16254. var indices = index.array;
  16255. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16256. var a = indices[ i ];
  16257. var b = indices[ i + 1 ];
  16258. vStart.fromArray( positions, a * 3 );
  16259. vEnd.fromArray( positions, b * 3 );
  16260. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16261. if ( distSq > localPrecisionSq ) { continue; }
  16262. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16263. var distance = raycaster.ray.origin.distanceTo( interRay );
  16264. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16265. intersects.push( {
  16266. distance: distance,
  16267. // What do we want? intersection point on the ray or on the segment??
  16268. // point: raycaster.ray.at( distance ),
  16269. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16270. index: i,
  16271. face: null,
  16272. faceIndex: null,
  16273. object: this
  16274. } );
  16275. }
  16276. } else {
  16277. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16278. vStart.fromArray( positions, 3 * i );
  16279. vEnd.fromArray( positions, 3 * i + 3 );
  16280. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16281. if ( distSq > localPrecisionSq ) { continue; }
  16282. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16283. var distance = raycaster.ray.origin.distanceTo( interRay );
  16284. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16285. intersects.push( {
  16286. distance: distance,
  16287. // What do we want? intersection point on the ray or on the segment??
  16288. // point: raycaster.ray.at( distance ),
  16289. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16290. index: i,
  16291. face: null,
  16292. faceIndex: null,
  16293. object: this
  16294. } );
  16295. }
  16296. }
  16297. } else if ( geometry.isGeometry ) {
  16298. var vertices = geometry.vertices;
  16299. var nbVertices = vertices.length;
  16300. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16301. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16302. if ( distSq > localPrecisionSq ) { continue; }
  16303. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16304. var distance = raycaster.ray.origin.distanceTo( interRay );
  16305. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16306. intersects.push( {
  16307. distance: distance,
  16308. // What do we want? intersection point on the ray or on the segment??
  16309. // point: raycaster.ray.at( distance ),
  16310. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16311. index: i,
  16312. face: null,
  16313. faceIndex: null,
  16314. object: this
  16315. } );
  16316. }
  16317. }
  16318. },
  16319. clone: function () {
  16320. return new this.constructor( this.geometry, this.material ).copy( this );
  16321. }
  16322. } );
  16323. /**
  16324. * @author mrdoob / http://mrdoob.com/
  16325. */
  16326. var _start$1 = new Vector3();
  16327. var _end$1 = new Vector3();
  16328. function LineSegments( geometry, material ) {
  16329. Line.call( this, geometry, material );
  16330. this.type = 'LineSegments';
  16331. }
  16332. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16333. constructor: LineSegments,
  16334. isLineSegments: true,
  16335. computeLineDistances: function () {
  16336. var geometry = this.geometry;
  16337. if ( geometry.isBufferGeometry ) {
  16338. // we assume non-indexed geometry
  16339. if ( geometry.index === null ) {
  16340. var positionAttribute = geometry.attributes.position;
  16341. var lineDistances = [];
  16342. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16343. _start$1.fromBufferAttribute( positionAttribute, i );
  16344. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16345. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16346. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16347. }
  16348. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16349. } else {
  16350. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16351. }
  16352. } else if ( geometry.isGeometry ) {
  16353. var vertices = geometry.vertices;
  16354. var lineDistances = geometry.lineDistances;
  16355. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16356. _start$1.copy( vertices[ i ] );
  16357. _end$1.copy( vertices[ i + 1 ] );
  16358. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16359. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16360. }
  16361. }
  16362. return this;
  16363. }
  16364. } );
  16365. /**
  16366. * @author mgreter / http://github.com/mgreter
  16367. */
  16368. function LineLoop( geometry, material ) {
  16369. Line.call( this, geometry, material );
  16370. this.type = 'LineLoop';
  16371. }
  16372. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16373. constructor: LineLoop,
  16374. isLineLoop: true,
  16375. } );
  16376. /**
  16377. * @author mrdoob / http://mrdoob.com/
  16378. * @author alteredq / http://alteredqualia.com/
  16379. *
  16380. * parameters = {
  16381. * color: <hex>,
  16382. * opacity: <float>,
  16383. * map: new THREE.Texture( <Image> ),
  16384. * alphaMap: new THREE.Texture( <Image> ),
  16385. *
  16386. * size: <float>,
  16387. * sizeAttenuation: <bool>
  16388. *
  16389. * morphTargets: <bool>
  16390. * }
  16391. */
  16392. function PointsMaterial( parameters ) {
  16393. Material.call( this );
  16394. this.type = 'PointsMaterial';
  16395. this.color = new Color( 0xffffff );
  16396. this.map = null;
  16397. this.alphaMap = null;
  16398. this.size = 1;
  16399. this.sizeAttenuation = true;
  16400. this.morphTargets = false;
  16401. this.setValues( parameters );
  16402. }
  16403. PointsMaterial.prototype = Object.create( Material.prototype );
  16404. PointsMaterial.prototype.constructor = PointsMaterial;
  16405. PointsMaterial.prototype.isPointsMaterial = true;
  16406. PointsMaterial.prototype.copy = function ( source ) {
  16407. Material.prototype.copy.call( this, source );
  16408. this.color.copy( source.color );
  16409. this.map = source.map;
  16410. this.alphaMap = source.alphaMap;
  16411. this.size = source.size;
  16412. this.sizeAttenuation = source.sizeAttenuation;
  16413. this.morphTargets = source.morphTargets;
  16414. return this;
  16415. };
  16416. /**
  16417. * @author alteredq / http://alteredqualia.com/
  16418. */
  16419. var _inverseMatrix$2 = new Matrix4();
  16420. var _ray$2 = new Ray();
  16421. var _sphere$3 = new Sphere();
  16422. var _position$1 = new Vector3();
  16423. function Points( geometry, material ) {
  16424. Object3D.call( this );
  16425. this.type = 'Points';
  16426. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16427. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16428. this.updateMorphTargets();
  16429. }
  16430. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16431. constructor: Points,
  16432. isPoints: true,
  16433. raycast: function ( raycaster, intersects ) {
  16434. var geometry = this.geometry;
  16435. var matrixWorld = this.matrixWorld;
  16436. var threshold = raycaster.params.Points.threshold;
  16437. // Checking boundingSphere distance to ray
  16438. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16439. _sphere$3.copy( geometry.boundingSphere );
  16440. _sphere$3.applyMatrix4( matrixWorld );
  16441. _sphere$3.radius += threshold;
  16442. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16443. //
  16444. _inverseMatrix$2.getInverse( matrixWorld );
  16445. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16446. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16447. var localThresholdSq = localThreshold * localThreshold;
  16448. if ( geometry.isBufferGeometry ) {
  16449. var index = geometry.index;
  16450. var attributes = geometry.attributes;
  16451. var positions = attributes.position.array;
  16452. if ( index !== null ) {
  16453. var indices = index.array;
  16454. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16455. var a = indices[ i ];
  16456. _position$1.fromArray( positions, a * 3 );
  16457. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16458. }
  16459. } else {
  16460. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16461. _position$1.fromArray( positions, i * 3 );
  16462. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16463. }
  16464. }
  16465. } else {
  16466. var vertices = geometry.vertices;
  16467. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16468. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16469. }
  16470. }
  16471. },
  16472. updateMorphTargets: function () {
  16473. var geometry = this.geometry;
  16474. var m, ml, name;
  16475. if ( geometry.isBufferGeometry ) {
  16476. var morphAttributes = geometry.morphAttributes;
  16477. var keys = Object.keys( morphAttributes );
  16478. if ( keys.length > 0 ) {
  16479. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16480. if ( morphAttribute !== undefined ) {
  16481. this.morphTargetInfluences = [];
  16482. this.morphTargetDictionary = {};
  16483. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16484. name = morphAttribute[ m ].name || String( m );
  16485. this.morphTargetInfluences.push( 0 );
  16486. this.morphTargetDictionary[ name ] = m;
  16487. }
  16488. }
  16489. }
  16490. } else {
  16491. var morphTargets = geometry.morphTargets;
  16492. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16493. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16494. }
  16495. }
  16496. },
  16497. clone: function () {
  16498. return new this.constructor( this.geometry, this.material ).copy( this );
  16499. }
  16500. } );
  16501. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16502. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16503. if ( rayPointDistanceSq < localThresholdSq ) {
  16504. var intersectPoint = new Vector3();
  16505. _ray$2.closestPointToPoint( point, intersectPoint );
  16506. intersectPoint.applyMatrix4( matrixWorld );
  16507. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16508. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16509. intersects.push( {
  16510. distance: distance,
  16511. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16512. point: intersectPoint,
  16513. index: index,
  16514. face: null,
  16515. object: object
  16516. } );
  16517. }
  16518. }
  16519. /**
  16520. * @author mrdoob / http://mrdoob.com/
  16521. */
  16522. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16523. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16524. this.format = format !== undefined ? format : RGBFormat;
  16525. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16526. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16527. this.generateMipmaps = false;
  16528. }
  16529. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16530. constructor: VideoTexture,
  16531. isVideoTexture: true,
  16532. update: function () {
  16533. var video = this.image;
  16534. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16535. this.needsUpdate = true;
  16536. }
  16537. }
  16538. } );
  16539. /**
  16540. * @author alteredq / http://alteredqualia.com/
  16541. */
  16542. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16543. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16544. this.image = { width: width, height: height };
  16545. this.mipmaps = mipmaps;
  16546. // no flipping for cube textures
  16547. // (also flipping doesn't work for compressed textures )
  16548. this.flipY = false;
  16549. // can't generate mipmaps for compressed textures
  16550. // mips must be embedded in DDS files
  16551. this.generateMipmaps = false;
  16552. }
  16553. CompressedTexture.prototype = Object.create( Texture.prototype );
  16554. CompressedTexture.prototype.constructor = CompressedTexture;
  16555. CompressedTexture.prototype.isCompressedTexture = true;
  16556. /**
  16557. * @author mrdoob / http://mrdoob.com/
  16558. */
  16559. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16560. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16561. this.needsUpdate = true;
  16562. }
  16563. CanvasTexture.prototype = Object.create( Texture.prototype );
  16564. CanvasTexture.prototype.constructor = CanvasTexture;
  16565. CanvasTexture.prototype.isCanvasTexture = true;
  16566. /**
  16567. * @author Matt DesLauriers / @mattdesl
  16568. * @author atix / arthursilber.de
  16569. */
  16570. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16571. format = format !== undefined ? format : DepthFormat;
  16572. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16573. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16574. }
  16575. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16576. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16577. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16578. this.image = { width: width, height: height };
  16579. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16580. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16581. this.flipY = false;
  16582. this.generateMipmaps = false;
  16583. }
  16584. DepthTexture.prototype = Object.create( Texture.prototype );
  16585. DepthTexture.prototype.constructor = DepthTexture;
  16586. DepthTexture.prototype.isDepthTexture = true;
  16587. /**
  16588. * @author mrdoob / http://mrdoob.com/
  16589. * @author Mugen87 / https://github.com/Mugen87
  16590. */
  16591. function WireframeGeometry( geometry ) {
  16592. BufferGeometry.call( this );
  16593. this.type = 'WireframeGeometry';
  16594. // buffer
  16595. var vertices = [];
  16596. // helper variables
  16597. var i, j, l, o, ol;
  16598. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16599. var key, keys = [ 'a', 'b', 'c' ];
  16600. var vertex;
  16601. // different logic for Geometry and BufferGeometry
  16602. if ( geometry && geometry.isGeometry ) {
  16603. // create a data structure that contains all edges without duplicates
  16604. var faces = geometry.faces;
  16605. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16606. var face = faces[ i ];
  16607. for ( j = 0; j < 3; j ++ ) {
  16608. edge1 = face[ keys[ j ] ];
  16609. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16610. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16611. edge[ 1 ] = Math.max( edge1, edge2 );
  16612. key = edge[ 0 ] + ',' + edge[ 1 ];
  16613. if ( edges[ key ] === undefined ) {
  16614. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16615. }
  16616. }
  16617. }
  16618. // generate vertices
  16619. for ( key in edges ) {
  16620. e = edges[ key ];
  16621. vertex = geometry.vertices[ e.index1 ];
  16622. vertices.push( vertex.x, vertex.y, vertex.z );
  16623. vertex = geometry.vertices[ e.index2 ];
  16624. vertices.push( vertex.x, vertex.y, vertex.z );
  16625. }
  16626. } else if ( geometry && geometry.isBufferGeometry ) {
  16627. var position, indices, groups;
  16628. var group, start, count;
  16629. var index1, index2;
  16630. vertex = new Vector3();
  16631. if ( geometry.index !== null ) {
  16632. // indexed BufferGeometry
  16633. position = geometry.attributes.position;
  16634. indices = geometry.index;
  16635. groups = geometry.groups;
  16636. if ( groups.length === 0 ) {
  16637. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16638. }
  16639. // create a data structure that contains all eges without duplicates
  16640. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16641. group = groups[ o ];
  16642. start = group.start;
  16643. count = group.count;
  16644. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16645. for ( j = 0; j < 3; j ++ ) {
  16646. edge1 = indices.getX( i + j );
  16647. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16648. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16649. edge[ 1 ] = Math.max( edge1, edge2 );
  16650. key = edge[ 0 ] + ',' + edge[ 1 ];
  16651. if ( edges[ key ] === undefined ) {
  16652. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16653. }
  16654. }
  16655. }
  16656. }
  16657. // generate vertices
  16658. for ( key in edges ) {
  16659. e = edges[ key ];
  16660. vertex.fromBufferAttribute( position, e.index1 );
  16661. vertices.push( vertex.x, vertex.y, vertex.z );
  16662. vertex.fromBufferAttribute( position, e.index2 );
  16663. vertices.push( vertex.x, vertex.y, vertex.z );
  16664. }
  16665. } else {
  16666. // non-indexed BufferGeometry
  16667. position = geometry.attributes.position;
  16668. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16669. for ( j = 0; j < 3; j ++ ) {
  16670. // three edges per triangle, an edge is represented as (index1, index2)
  16671. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16672. index1 = 3 * i + j;
  16673. vertex.fromBufferAttribute( position, index1 );
  16674. vertices.push( vertex.x, vertex.y, vertex.z );
  16675. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16676. vertex.fromBufferAttribute( position, index2 );
  16677. vertices.push( vertex.x, vertex.y, vertex.z );
  16678. }
  16679. }
  16680. }
  16681. }
  16682. // build geometry
  16683. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16684. }
  16685. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16686. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16687. /**
  16688. * @author zz85 / https://github.com/zz85
  16689. * @author Mugen87 / https://github.com/Mugen87
  16690. *
  16691. * Parametric Surfaces Geometry
  16692. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16693. */
  16694. // ParametricGeometry
  16695. function ParametricGeometry( func, slices, stacks ) {
  16696. Geometry.call( this );
  16697. this.type = 'ParametricGeometry';
  16698. this.parameters = {
  16699. func: func,
  16700. slices: slices,
  16701. stacks: stacks
  16702. };
  16703. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16704. this.mergeVertices();
  16705. }
  16706. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16707. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16708. // ParametricBufferGeometry
  16709. function ParametricBufferGeometry( func, slices, stacks ) {
  16710. BufferGeometry.call( this );
  16711. this.type = 'ParametricBufferGeometry';
  16712. this.parameters = {
  16713. func: func,
  16714. slices: slices,
  16715. stacks: stacks
  16716. };
  16717. // buffers
  16718. var indices = [];
  16719. var vertices = [];
  16720. var normals = [];
  16721. var uvs = [];
  16722. var EPS = 0.00001;
  16723. var normal = new Vector3();
  16724. var p0 = new Vector3(), p1 = new Vector3();
  16725. var pu = new Vector3(), pv = new Vector3();
  16726. var i, j;
  16727. if ( func.length < 3 ) {
  16728. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16729. }
  16730. // generate vertices, normals and uvs
  16731. var sliceCount = slices + 1;
  16732. for ( i = 0; i <= stacks; i ++ ) {
  16733. var v = i / stacks;
  16734. for ( j = 0; j <= slices; j ++ ) {
  16735. var u = j / slices;
  16736. // vertex
  16737. func( u, v, p0 );
  16738. vertices.push( p0.x, p0.y, p0.z );
  16739. // normal
  16740. // approximate tangent vectors via finite differences
  16741. if ( u - EPS >= 0 ) {
  16742. func( u - EPS, v, p1 );
  16743. pu.subVectors( p0, p1 );
  16744. } else {
  16745. func( u + EPS, v, p1 );
  16746. pu.subVectors( p1, p0 );
  16747. }
  16748. if ( v - EPS >= 0 ) {
  16749. func( u, v - EPS, p1 );
  16750. pv.subVectors( p0, p1 );
  16751. } else {
  16752. func( u, v + EPS, p1 );
  16753. pv.subVectors( p1, p0 );
  16754. }
  16755. // cross product of tangent vectors returns surface normal
  16756. normal.crossVectors( pu, pv ).normalize();
  16757. normals.push( normal.x, normal.y, normal.z );
  16758. // uv
  16759. uvs.push( u, v );
  16760. }
  16761. }
  16762. // generate indices
  16763. for ( i = 0; i < stacks; i ++ ) {
  16764. for ( j = 0; j < slices; j ++ ) {
  16765. var a = i * sliceCount + j;
  16766. var b = i * sliceCount + j + 1;
  16767. var c = ( i + 1 ) * sliceCount + j + 1;
  16768. var d = ( i + 1 ) * sliceCount + j;
  16769. // faces one and two
  16770. indices.push( a, b, d );
  16771. indices.push( b, c, d );
  16772. }
  16773. }
  16774. // build geometry
  16775. this.setIndex( indices );
  16776. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16777. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16778. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16779. }
  16780. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16781. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16782. /**
  16783. * @author clockworkgeek / https://github.com/clockworkgeek
  16784. * @author timothypratley / https://github.com/timothypratley
  16785. * @author WestLangley / http://github.com/WestLangley
  16786. * @author Mugen87 / https://github.com/Mugen87
  16787. */
  16788. // PolyhedronGeometry
  16789. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16790. Geometry.call( this );
  16791. this.type = 'PolyhedronGeometry';
  16792. this.parameters = {
  16793. vertices: vertices,
  16794. indices: indices,
  16795. radius: radius,
  16796. detail: detail
  16797. };
  16798. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16799. this.mergeVertices();
  16800. }
  16801. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16802. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16803. // PolyhedronBufferGeometry
  16804. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16805. BufferGeometry.call( this );
  16806. this.type = 'PolyhedronBufferGeometry';
  16807. this.parameters = {
  16808. vertices: vertices,
  16809. indices: indices,
  16810. radius: radius,
  16811. detail: detail
  16812. };
  16813. radius = radius || 1;
  16814. detail = detail || 0;
  16815. // default buffer data
  16816. var vertexBuffer = [];
  16817. var uvBuffer = [];
  16818. // the subdivision creates the vertex buffer data
  16819. subdivide( detail );
  16820. // all vertices should lie on a conceptual sphere with a given radius
  16821. applyRadius( radius );
  16822. // finally, create the uv data
  16823. generateUVs();
  16824. // build non-indexed geometry
  16825. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16826. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16827. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16828. if ( detail === 0 ) {
  16829. this.computeVertexNormals(); // flat normals
  16830. } else {
  16831. this.normalizeNormals(); // smooth normals
  16832. }
  16833. // helper functions
  16834. function subdivide( detail ) {
  16835. var a = new Vector3();
  16836. var b = new Vector3();
  16837. var c = new Vector3();
  16838. // iterate over all faces and apply a subdivison with the given detail value
  16839. for ( var i = 0; i < indices.length; i += 3 ) {
  16840. // get the vertices of the face
  16841. getVertexByIndex( indices[ i + 0 ], a );
  16842. getVertexByIndex( indices[ i + 1 ], b );
  16843. getVertexByIndex( indices[ i + 2 ], c );
  16844. // perform subdivision
  16845. subdivideFace( a, b, c, detail );
  16846. }
  16847. }
  16848. function subdivideFace( a, b, c, detail ) {
  16849. var cols = Math.pow( 2, detail );
  16850. // we use this multidimensional array as a data structure for creating the subdivision
  16851. var v = [];
  16852. var i, j;
  16853. // construct all of the vertices for this subdivision
  16854. for ( i = 0; i <= cols; i ++ ) {
  16855. v[ i ] = [];
  16856. var aj = a.clone().lerp( c, i / cols );
  16857. var bj = b.clone().lerp( c, i / cols );
  16858. var rows = cols - i;
  16859. for ( j = 0; j <= rows; j ++ ) {
  16860. if ( j === 0 && i === cols ) {
  16861. v[ i ][ j ] = aj;
  16862. } else {
  16863. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16864. }
  16865. }
  16866. }
  16867. // construct all of the faces
  16868. for ( i = 0; i < cols; i ++ ) {
  16869. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16870. var k = Math.floor( j / 2 );
  16871. if ( j % 2 === 0 ) {
  16872. pushVertex( v[ i ][ k + 1 ] );
  16873. pushVertex( v[ i + 1 ][ k ] );
  16874. pushVertex( v[ i ][ k ] );
  16875. } else {
  16876. pushVertex( v[ i ][ k + 1 ] );
  16877. pushVertex( v[ i + 1 ][ k + 1 ] );
  16878. pushVertex( v[ i + 1 ][ k ] );
  16879. }
  16880. }
  16881. }
  16882. }
  16883. function applyRadius( radius ) {
  16884. var vertex = new Vector3();
  16885. // iterate over the entire buffer and apply the radius to each vertex
  16886. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16887. vertex.x = vertexBuffer[ i + 0 ];
  16888. vertex.y = vertexBuffer[ i + 1 ];
  16889. vertex.z = vertexBuffer[ i + 2 ];
  16890. vertex.normalize().multiplyScalar( radius );
  16891. vertexBuffer[ i + 0 ] = vertex.x;
  16892. vertexBuffer[ i + 1 ] = vertex.y;
  16893. vertexBuffer[ i + 2 ] = vertex.z;
  16894. }
  16895. }
  16896. function generateUVs() {
  16897. var vertex = new Vector3();
  16898. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16899. vertex.x = vertexBuffer[ i + 0 ];
  16900. vertex.y = vertexBuffer[ i + 1 ];
  16901. vertex.z = vertexBuffer[ i + 2 ];
  16902. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16903. var v = inclination( vertex ) / Math.PI + 0.5;
  16904. uvBuffer.push( u, 1 - v );
  16905. }
  16906. correctUVs();
  16907. correctSeam();
  16908. }
  16909. function correctSeam() {
  16910. // handle case when face straddles the seam, see #3269
  16911. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16912. // uv data of a single face
  16913. var x0 = uvBuffer[ i + 0 ];
  16914. var x1 = uvBuffer[ i + 2 ];
  16915. var x2 = uvBuffer[ i + 4 ];
  16916. var max = Math.max( x0, x1, x2 );
  16917. var min = Math.min( x0, x1, x2 );
  16918. // 0.9 is somewhat arbitrary
  16919. if ( max > 0.9 && min < 0.1 ) {
  16920. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16921. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16922. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16923. }
  16924. }
  16925. }
  16926. function pushVertex( vertex ) {
  16927. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16928. }
  16929. function getVertexByIndex( index, vertex ) {
  16930. var stride = index * 3;
  16931. vertex.x = vertices[ stride + 0 ];
  16932. vertex.y = vertices[ stride + 1 ];
  16933. vertex.z = vertices[ stride + 2 ];
  16934. }
  16935. function correctUVs() {
  16936. var a = new Vector3();
  16937. var b = new Vector3();
  16938. var c = new Vector3();
  16939. var centroid = new Vector3();
  16940. var uvA = new Vector2();
  16941. var uvB = new Vector2();
  16942. var uvC = new Vector2();
  16943. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16944. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16945. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16946. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16947. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16948. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16949. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16950. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16951. var azi = azimuth( centroid );
  16952. correctUV( uvA, j + 0, a, azi );
  16953. correctUV( uvB, j + 2, b, azi );
  16954. correctUV( uvC, j + 4, c, azi );
  16955. }
  16956. }
  16957. function correctUV( uv, stride, vector, azimuth ) {
  16958. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16959. uvBuffer[ stride ] = uv.x - 1;
  16960. }
  16961. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16962. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16963. }
  16964. }
  16965. // Angle around the Y axis, counter-clockwise when looking from above.
  16966. function azimuth( vector ) {
  16967. return Math.atan2( vector.z, - vector.x );
  16968. }
  16969. // Angle above the XZ plane.
  16970. function inclination( vector ) {
  16971. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16972. }
  16973. }
  16974. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16975. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16976. /**
  16977. * @author timothypratley / https://github.com/timothypratley
  16978. * @author Mugen87 / https://github.com/Mugen87
  16979. */
  16980. // TetrahedronGeometry
  16981. function TetrahedronGeometry( radius, detail ) {
  16982. Geometry.call( this );
  16983. this.type = 'TetrahedronGeometry';
  16984. this.parameters = {
  16985. radius: radius,
  16986. detail: detail
  16987. };
  16988. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16989. this.mergeVertices();
  16990. }
  16991. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16992. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16993. // TetrahedronBufferGeometry
  16994. function TetrahedronBufferGeometry( radius, detail ) {
  16995. var vertices = [
  16996. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16997. ];
  16998. var indices = [
  16999. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17000. ];
  17001. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17002. this.type = 'TetrahedronBufferGeometry';
  17003. this.parameters = {
  17004. radius: radius,
  17005. detail: detail
  17006. };
  17007. }
  17008. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17009. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17010. /**
  17011. * @author timothypratley / https://github.com/timothypratley
  17012. * @author Mugen87 / https://github.com/Mugen87
  17013. */
  17014. // OctahedronGeometry
  17015. function OctahedronGeometry( radius, detail ) {
  17016. Geometry.call( this );
  17017. this.type = 'OctahedronGeometry';
  17018. this.parameters = {
  17019. radius: radius,
  17020. detail: detail
  17021. };
  17022. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17023. this.mergeVertices();
  17024. }
  17025. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17026. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17027. // OctahedronBufferGeometry
  17028. function OctahedronBufferGeometry( radius, detail ) {
  17029. var vertices = [
  17030. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17031. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17032. ];
  17033. var indices = [
  17034. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17035. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17036. 1, 3, 4, 1, 4, 2
  17037. ];
  17038. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17039. this.type = 'OctahedronBufferGeometry';
  17040. this.parameters = {
  17041. radius: radius,
  17042. detail: detail
  17043. };
  17044. }
  17045. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17046. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17047. /**
  17048. * @author timothypratley / https://github.com/timothypratley
  17049. * @author Mugen87 / https://github.com/Mugen87
  17050. */
  17051. // IcosahedronGeometry
  17052. function IcosahedronGeometry( radius, detail ) {
  17053. Geometry.call( this );
  17054. this.type = 'IcosahedronGeometry';
  17055. this.parameters = {
  17056. radius: radius,
  17057. detail: detail
  17058. };
  17059. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17060. this.mergeVertices();
  17061. }
  17062. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17063. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17064. // IcosahedronBufferGeometry
  17065. function IcosahedronBufferGeometry( radius, detail ) {
  17066. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17067. var vertices = [
  17068. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17069. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17070. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17071. ];
  17072. var indices = [
  17073. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17074. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17075. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17076. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17077. ];
  17078. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17079. this.type = 'IcosahedronBufferGeometry';
  17080. this.parameters = {
  17081. radius: radius,
  17082. detail: detail
  17083. };
  17084. }
  17085. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17086. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17087. /**
  17088. * @author Abe Pazos / https://hamoid.com
  17089. * @author Mugen87 / https://github.com/Mugen87
  17090. */
  17091. // DodecahedronGeometry
  17092. function DodecahedronGeometry( radius, detail ) {
  17093. Geometry.call( this );
  17094. this.type = 'DodecahedronGeometry';
  17095. this.parameters = {
  17096. radius: radius,
  17097. detail: detail
  17098. };
  17099. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17100. this.mergeVertices();
  17101. }
  17102. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17103. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17104. // DodecahedronBufferGeometry
  17105. function DodecahedronBufferGeometry( radius, detail ) {
  17106. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17107. var r = 1 / t;
  17108. var vertices = [
  17109. // (±1, ±1, ±1)
  17110. - 1, - 1, - 1, - 1, - 1, 1,
  17111. - 1, 1, - 1, - 1, 1, 1,
  17112. 1, - 1, - 1, 1, - 1, 1,
  17113. 1, 1, - 1, 1, 1, 1,
  17114. // (0, ±1/φ, ±φ)
  17115. 0, - r, - t, 0, - r, t,
  17116. 0, r, - t, 0, r, t,
  17117. // (±1/φ, ±φ, 0)
  17118. - r, - t, 0, - r, t, 0,
  17119. r, - t, 0, r, t, 0,
  17120. // (±φ, 0, ±1/φ)
  17121. - t, 0, - r, t, 0, - r,
  17122. - t, 0, r, t, 0, r
  17123. ];
  17124. var indices = [
  17125. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17126. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17127. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17128. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17129. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17130. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17131. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17132. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17133. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17134. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17135. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17136. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17137. ];
  17138. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17139. this.type = 'DodecahedronBufferGeometry';
  17140. this.parameters = {
  17141. radius: radius,
  17142. detail: detail
  17143. };
  17144. }
  17145. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17146. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17147. /**
  17148. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17149. * @author WestLangley / https://github.com/WestLangley
  17150. * @author zz85 / https://github.com/zz85
  17151. * @author miningold / https://github.com/miningold
  17152. * @author jonobr1 / https://github.com/jonobr1
  17153. * @author Mugen87 / https://github.com/Mugen87
  17154. *
  17155. */
  17156. // TubeGeometry
  17157. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17158. Geometry.call( this );
  17159. this.type = 'TubeGeometry';
  17160. this.parameters = {
  17161. path: path,
  17162. tubularSegments: tubularSegments,
  17163. radius: radius,
  17164. radialSegments: radialSegments,
  17165. closed: closed
  17166. };
  17167. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17168. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17169. // expose internals
  17170. this.tangents = bufferGeometry.tangents;
  17171. this.normals = bufferGeometry.normals;
  17172. this.binormals = bufferGeometry.binormals;
  17173. // create geometry
  17174. this.fromBufferGeometry( bufferGeometry );
  17175. this.mergeVertices();
  17176. }
  17177. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17178. TubeGeometry.prototype.constructor = TubeGeometry;
  17179. // TubeBufferGeometry
  17180. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17181. BufferGeometry.call( this );
  17182. this.type = 'TubeBufferGeometry';
  17183. this.parameters = {
  17184. path: path,
  17185. tubularSegments: tubularSegments,
  17186. radius: radius,
  17187. radialSegments: radialSegments,
  17188. closed: closed
  17189. };
  17190. tubularSegments = tubularSegments || 64;
  17191. radius = radius || 1;
  17192. radialSegments = radialSegments || 8;
  17193. closed = closed || false;
  17194. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17195. // expose internals
  17196. this.tangents = frames.tangents;
  17197. this.normals = frames.normals;
  17198. this.binormals = frames.binormals;
  17199. // helper variables
  17200. var vertex = new Vector3();
  17201. var normal = new Vector3();
  17202. var uv = new Vector2();
  17203. var P = new Vector3();
  17204. var i, j;
  17205. // buffer
  17206. var vertices = [];
  17207. var normals = [];
  17208. var uvs = [];
  17209. var indices = [];
  17210. // create buffer data
  17211. generateBufferData();
  17212. // build geometry
  17213. this.setIndex( indices );
  17214. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17215. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17216. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17217. // functions
  17218. function generateBufferData() {
  17219. for ( i = 0; i < tubularSegments; i ++ ) {
  17220. generateSegment( i );
  17221. }
  17222. // if the geometry is not closed, generate the last row of vertices and normals
  17223. // at the regular position on the given path
  17224. //
  17225. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17226. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17227. // uvs are generated in a separate function.
  17228. // this makes it easy compute correct values for closed geometries
  17229. generateUVs();
  17230. // finally create faces
  17231. generateIndices();
  17232. }
  17233. function generateSegment( i ) {
  17234. // we use getPointAt to sample evenly distributed points from the given path
  17235. P = path.getPointAt( i / tubularSegments, P );
  17236. // retrieve corresponding normal and binormal
  17237. var N = frames.normals[ i ];
  17238. var B = frames.binormals[ i ];
  17239. // generate normals and vertices for the current segment
  17240. for ( j = 0; j <= radialSegments; j ++ ) {
  17241. var v = j / radialSegments * Math.PI * 2;
  17242. var sin = Math.sin( v );
  17243. var cos = - Math.cos( v );
  17244. // normal
  17245. normal.x = ( cos * N.x + sin * B.x );
  17246. normal.y = ( cos * N.y + sin * B.y );
  17247. normal.z = ( cos * N.z + sin * B.z );
  17248. normal.normalize();
  17249. normals.push( normal.x, normal.y, normal.z );
  17250. // vertex
  17251. vertex.x = P.x + radius * normal.x;
  17252. vertex.y = P.y + radius * normal.y;
  17253. vertex.z = P.z + radius * normal.z;
  17254. vertices.push( vertex.x, vertex.y, vertex.z );
  17255. }
  17256. }
  17257. function generateIndices() {
  17258. for ( j = 1; j <= tubularSegments; j ++ ) {
  17259. for ( i = 1; i <= radialSegments; i ++ ) {
  17260. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17261. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17262. var c = ( radialSegments + 1 ) * j + i;
  17263. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17264. // faces
  17265. indices.push( a, b, d );
  17266. indices.push( b, c, d );
  17267. }
  17268. }
  17269. }
  17270. function generateUVs() {
  17271. for ( i = 0; i <= tubularSegments; i ++ ) {
  17272. for ( j = 0; j <= radialSegments; j ++ ) {
  17273. uv.x = i / tubularSegments;
  17274. uv.y = j / radialSegments;
  17275. uvs.push( uv.x, uv.y );
  17276. }
  17277. }
  17278. }
  17279. }
  17280. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17281. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17282. TubeBufferGeometry.prototype.toJSON = function () {
  17283. var data = BufferGeometry.prototype.toJSON.call( this );
  17284. data.path = this.parameters.path.toJSON();
  17285. return data;
  17286. };
  17287. /**
  17288. * @author oosmoxiecode
  17289. * @author Mugen87 / https://github.com/Mugen87
  17290. *
  17291. * based on http://www.blackpawn.com/texts/pqtorus/
  17292. */
  17293. // TorusKnotGeometry
  17294. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17295. Geometry.call( this );
  17296. this.type = 'TorusKnotGeometry';
  17297. this.parameters = {
  17298. radius: radius,
  17299. tube: tube,
  17300. tubularSegments: tubularSegments,
  17301. radialSegments: radialSegments,
  17302. p: p,
  17303. q: q
  17304. };
  17305. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17306. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17307. this.mergeVertices();
  17308. }
  17309. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17310. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17311. // TorusKnotBufferGeometry
  17312. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17313. BufferGeometry.call( this );
  17314. this.type = 'TorusKnotBufferGeometry';
  17315. this.parameters = {
  17316. radius: radius,
  17317. tube: tube,
  17318. tubularSegments: tubularSegments,
  17319. radialSegments: radialSegments,
  17320. p: p,
  17321. q: q
  17322. };
  17323. radius = radius || 1;
  17324. tube = tube || 0.4;
  17325. tubularSegments = Math.floor( tubularSegments ) || 64;
  17326. radialSegments = Math.floor( radialSegments ) || 8;
  17327. p = p || 2;
  17328. q = q || 3;
  17329. // buffers
  17330. var indices = [];
  17331. var vertices = [];
  17332. var normals = [];
  17333. var uvs = [];
  17334. // helper variables
  17335. var i, j;
  17336. var vertex = new Vector3();
  17337. var normal = new Vector3();
  17338. var P1 = new Vector3();
  17339. var P2 = new Vector3();
  17340. var B = new Vector3();
  17341. var T = new Vector3();
  17342. var N = new Vector3();
  17343. // generate vertices, normals and uvs
  17344. for ( i = 0; i <= tubularSegments; ++ i ) {
  17345. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17346. var u = i / tubularSegments * p * Math.PI * 2;
  17347. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17348. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17349. calculatePositionOnCurve( u, p, q, radius, P1 );
  17350. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17351. // calculate orthonormal basis
  17352. T.subVectors( P2, P1 );
  17353. N.addVectors( P2, P1 );
  17354. B.crossVectors( T, N );
  17355. N.crossVectors( B, T );
  17356. // normalize B, N. T can be ignored, we don't use it
  17357. B.normalize();
  17358. N.normalize();
  17359. for ( j = 0; j <= radialSegments; ++ j ) {
  17360. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17361. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17362. var v = j / radialSegments * Math.PI * 2;
  17363. var cx = - tube * Math.cos( v );
  17364. var cy = tube * Math.sin( v );
  17365. // now calculate the final vertex position.
  17366. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17367. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17368. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17369. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17370. vertices.push( vertex.x, vertex.y, vertex.z );
  17371. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17372. normal.subVectors( vertex, P1 ).normalize();
  17373. normals.push( normal.x, normal.y, normal.z );
  17374. // uv
  17375. uvs.push( i / tubularSegments );
  17376. uvs.push( j / radialSegments );
  17377. }
  17378. }
  17379. // generate indices
  17380. for ( j = 1; j <= tubularSegments; j ++ ) {
  17381. for ( i = 1; i <= radialSegments; i ++ ) {
  17382. // indices
  17383. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17384. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17385. var c = ( radialSegments + 1 ) * j + i;
  17386. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17387. // faces
  17388. indices.push( a, b, d );
  17389. indices.push( b, c, d );
  17390. }
  17391. }
  17392. // build geometry
  17393. this.setIndex( indices );
  17394. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17395. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17396. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17397. // this function calculates the current position on the torus curve
  17398. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17399. var cu = Math.cos( u );
  17400. var su = Math.sin( u );
  17401. var quOverP = q / p * u;
  17402. var cs = Math.cos( quOverP );
  17403. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17404. position.y = radius * ( 2 + cs ) * su * 0.5;
  17405. position.z = radius * Math.sin( quOverP ) * 0.5;
  17406. }
  17407. }
  17408. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17409. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17410. /**
  17411. * @author oosmoxiecode
  17412. * @author mrdoob / http://mrdoob.com/
  17413. * @author Mugen87 / https://github.com/Mugen87
  17414. */
  17415. // TorusGeometry
  17416. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17417. Geometry.call( this );
  17418. this.type = 'TorusGeometry';
  17419. this.parameters = {
  17420. radius: radius,
  17421. tube: tube,
  17422. radialSegments: radialSegments,
  17423. tubularSegments: tubularSegments,
  17424. arc: arc
  17425. };
  17426. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17427. this.mergeVertices();
  17428. }
  17429. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17430. TorusGeometry.prototype.constructor = TorusGeometry;
  17431. // TorusBufferGeometry
  17432. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17433. BufferGeometry.call( this );
  17434. this.type = 'TorusBufferGeometry';
  17435. this.parameters = {
  17436. radius: radius,
  17437. tube: tube,
  17438. radialSegments: radialSegments,
  17439. tubularSegments: tubularSegments,
  17440. arc: arc
  17441. };
  17442. radius = radius || 1;
  17443. tube = tube || 0.4;
  17444. radialSegments = Math.floor( radialSegments ) || 8;
  17445. tubularSegments = Math.floor( tubularSegments ) || 6;
  17446. arc = arc || Math.PI * 2;
  17447. // buffers
  17448. var indices = [];
  17449. var vertices = [];
  17450. var normals = [];
  17451. var uvs = [];
  17452. // helper variables
  17453. var center = new Vector3();
  17454. var vertex = new Vector3();
  17455. var normal = new Vector3();
  17456. var j, i;
  17457. // generate vertices, normals and uvs
  17458. for ( j = 0; j <= radialSegments; j ++ ) {
  17459. for ( i = 0; i <= tubularSegments; i ++ ) {
  17460. var u = i / tubularSegments * arc;
  17461. var v = j / radialSegments * Math.PI * 2;
  17462. // vertex
  17463. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17464. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17465. vertex.z = tube * Math.sin( v );
  17466. vertices.push( vertex.x, vertex.y, vertex.z );
  17467. // normal
  17468. center.x = radius * Math.cos( u );
  17469. center.y = radius * Math.sin( u );
  17470. normal.subVectors( vertex, center ).normalize();
  17471. normals.push( normal.x, normal.y, normal.z );
  17472. // uv
  17473. uvs.push( i / tubularSegments );
  17474. uvs.push( j / radialSegments );
  17475. }
  17476. }
  17477. // generate indices
  17478. for ( j = 1; j <= radialSegments; j ++ ) {
  17479. for ( i = 1; i <= tubularSegments; i ++ ) {
  17480. // indices
  17481. var a = ( tubularSegments + 1 ) * j + i - 1;
  17482. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17483. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17484. var d = ( tubularSegments + 1 ) * j + i;
  17485. // faces
  17486. indices.push( a, b, d );
  17487. indices.push( b, c, d );
  17488. }
  17489. }
  17490. // build geometry
  17491. this.setIndex( indices );
  17492. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17493. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17494. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17495. }
  17496. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17497. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17498. /**
  17499. * @author Mugen87 / https://github.com/Mugen87
  17500. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17501. */
  17502. var Earcut = {
  17503. triangulate: function ( data, holeIndices, dim ) {
  17504. dim = dim || 2;
  17505. var hasHoles = holeIndices && holeIndices.length,
  17506. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17507. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17508. triangles = [];
  17509. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17510. var minX, minY, maxX, maxY, x, y, invSize;
  17511. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17512. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17513. if ( data.length > 80 * dim ) {
  17514. minX = maxX = data[ 0 ];
  17515. minY = maxY = data[ 1 ];
  17516. for ( var i = dim; i < outerLen; i += dim ) {
  17517. x = data[ i ];
  17518. y = data[ i + 1 ];
  17519. if ( x < minX ) { minX = x; }
  17520. if ( y < minY ) { minY = y; }
  17521. if ( x > maxX ) { maxX = x; }
  17522. if ( y > maxY ) { maxY = y; }
  17523. }
  17524. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17525. invSize = Math.max( maxX - minX, maxY - minY );
  17526. invSize = invSize !== 0 ? 1 / invSize : 0;
  17527. }
  17528. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17529. return triangles;
  17530. }
  17531. };
  17532. // create a circular doubly linked list from polygon points in the specified winding order
  17533. function linkedList( data, start, end, dim, clockwise ) {
  17534. var i, last;
  17535. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17536. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17537. } else {
  17538. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17539. }
  17540. if ( last && equals( last, last.next ) ) {
  17541. removeNode( last );
  17542. last = last.next;
  17543. }
  17544. return last;
  17545. }
  17546. // eliminate colinear or duplicate points
  17547. function filterPoints( start, end ) {
  17548. if ( ! start ) { return start; }
  17549. if ( ! end ) { end = start; }
  17550. var p = start,
  17551. again;
  17552. do {
  17553. again = false;
  17554. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17555. removeNode( p );
  17556. p = end = p.prev;
  17557. if ( p === p.next ) { break; }
  17558. again = true;
  17559. } else {
  17560. p = p.next;
  17561. }
  17562. } while ( again || p !== end );
  17563. return end;
  17564. }
  17565. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17566. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17567. if ( ! ear ) { return; }
  17568. // interlink polygon nodes in z-order
  17569. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17570. var stop = ear,
  17571. prev, next;
  17572. // iterate through ears, slicing them one by one
  17573. while ( ear.prev !== ear.next ) {
  17574. prev = ear.prev;
  17575. next = ear.next;
  17576. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17577. // cut off the triangle
  17578. triangles.push( prev.i / dim );
  17579. triangles.push( ear.i / dim );
  17580. triangles.push( next.i / dim );
  17581. removeNode( ear );
  17582. // skipping the next vertex leads to less sliver triangles
  17583. ear = next.next;
  17584. stop = next.next;
  17585. continue;
  17586. }
  17587. ear = next;
  17588. // if we looped through the whole remaining polygon and can't find any more ears
  17589. if ( ear === stop ) {
  17590. // try filtering points and slicing again
  17591. if ( ! pass ) {
  17592. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17593. // if this didn't work, try curing all small self-intersections locally
  17594. } else if ( pass === 1 ) {
  17595. ear = cureLocalIntersections( ear, triangles, dim );
  17596. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17597. // as a last resort, try splitting the remaining polygon into two
  17598. } else if ( pass === 2 ) {
  17599. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17600. }
  17601. break;
  17602. }
  17603. }
  17604. }
  17605. // check whether a polygon node forms a valid ear with adjacent nodes
  17606. function isEar( ear ) {
  17607. var a = ear.prev,
  17608. b = ear,
  17609. c = ear.next;
  17610. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17611. // now make sure we don't have other points inside the potential ear
  17612. var p = ear.next.next;
  17613. while ( p !== ear.prev ) {
  17614. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17615. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17616. p = p.next;
  17617. }
  17618. return true;
  17619. }
  17620. function isEarHashed( ear, minX, minY, invSize ) {
  17621. var a = ear.prev,
  17622. b = ear,
  17623. c = ear.next;
  17624. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17625. // triangle bbox; min & max are calculated like this for speed
  17626. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17627. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17628. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17629. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17630. // z-order range for the current triangle bbox;
  17631. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17632. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17633. var p = ear.prevZ,
  17634. n = ear.nextZ;
  17635. // look for points inside the triangle in both directions
  17636. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17637. if ( p !== ear.prev && p !== ear.next &&
  17638. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17639. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17640. p = p.prevZ;
  17641. if ( n !== ear.prev && n !== ear.next &&
  17642. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17643. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17644. n = n.nextZ;
  17645. }
  17646. // look for remaining points in decreasing z-order
  17647. while ( p && p.z >= minZ ) {
  17648. if ( p !== ear.prev && p !== ear.next &&
  17649. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17650. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17651. p = p.prevZ;
  17652. }
  17653. // look for remaining points in increasing z-order
  17654. while ( n && n.z <= maxZ ) {
  17655. if ( n !== ear.prev && n !== ear.next &&
  17656. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17657. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17658. n = n.nextZ;
  17659. }
  17660. return true;
  17661. }
  17662. // go through all polygon nodes and cure small local self-intersections
  17663. function cureLocalIntersections( start, triangles, dim ) {
  17664. var p = start;
  17665. do {
  17666. var a = p.prev,
  17667. b = p.next.next;
  17668. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17669. triangles.push( a.i / dim );
  17670. triangles.push( p.i / dim );
  17671. triangles.push( b.i / dim );
  17672. // remove two nodes involved
  17673. removeNode( p );
  17674. removeNode( p.next );
  17675. p = start = b;
  17676. }
  17677. p = p.next;
  17678. } while ( p !== start );
  17679. return p;
  17680. }
  17681. // try splitting polygon into two and triangulate them independently
  17682. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17683. // look for a valid diagonal that divides the polygon into two
  17684. var a = start;
  17685. do {
  17686. var b = a.next.next;
  17687. while ( b !== a.prev ) {
  17688. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17689. // split the polygon in two by the diagonal
  17690. var c = splitPolygon( a, b );
  17691. // filter colinear points around the cuts
  17692. a = filterPoints( a, a.next );
  17693. c = filterPoints( c, c.next );
  17694. // run earcut on each half
  17695. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17696. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17697. return;
  17698. }
  17699. b = b.next;
  17700. }
  17701. a = a.next;
  17702. } while ( a !== start );
  17703. }
  17704. // link every hole into the outer loop, producing a single-ring polygon without holes
  17705. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17706. var queue = [],
  17707. i, len, start, end, list;
  17708. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17709. start = holeIndices[ i ] * dim;
  17710. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17711. list = linkedList( data, start, end, dim, false );
  17712. if ( list === list.next ) { list.steiner = true; }
  17713. queue.push( getLeftmost( list ) );
  17714. }
  17715. queue.sort( compareX );
  17716. // process holes from left to right
  17717. for ( i = 0; i < queue.length; i ++ ) {
  17718. eliminateHole( queue[ i ], outerNode );
  17719. outerNode = filterPoints( outerNode, outerNode.next );
  17720. }
  17721. return outerNode;
  17722. }
  17723. function compareX( a, b ) {
  17724. return a.x - b.x;
  17725. }
  17726. // find a bridge between vertices that connects hole with an outer ring and and link it
  17727. function eliminateHole( hole, outerNode ) {
  17728. outerNode = findHoleBridge( hole, outerNode );
  17729. if ( outerNode ) {
  17730. var b = splitPolygon( outerNode, hole );
  17731. filterPoints( b, b.next );
  17732. }
  17733. }
  17734. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17735. function findHoleBridge( hole, outerNode ) {
  17736. var p = outerNode,
  17737. hx = hole.x,
  17738. hy = hole.y,
  17739. qx = - Infinity,
  17740. m;
  17741. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17742. // segment's endpoint with lesser x will be potential connection point
  17743. do {
  17744. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17745. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17746. if ( x <= hx && x > qx ) {
  17747. qx = x;
  17748. if ( x === hx ) {
  17749. if ( hy === p.y ) { return p; }
  17750. if ( hy === p.next.y ) { return p.next; }
  17751. }
  17752. m = p.x < p.next.x ? p : p.next;
  17753. }
  17754. }
  17755. p = p.next;
  17756. } while ( p !== outerNode );
  17757. if ( ! m ) { return null; }
  17758. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17759. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17760. // if there are no points found, we have a valid connection;
  17761. // otherwise choose the point of the minimum angle with the ray as connection point
  17762. var stop = m,
  17763. mx = m.x,
  17764. my = m.y,
  17765. tanMin = Infinity,
  17766. tan;
  17767. p = m.next;
  17768. while ( p !== stop ) {
  17769. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17770. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17771. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17772. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17773. m = p;
  17774. tanMin = tan;
  17775. }
  17776. }
  17777. p = p.next;
  17778. }
  17779. return m;
  17780. }
  17781. // interlink polygon nodes in z-order
  17782. function indexCurve( start, minX, minY, invSize ) {
  17783. var p = start;
  17784. do {
  17785. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17786. p.prevZ = p.prev;
  17787. p.nextZ = p.next;
  17788. p = p.next;
  17789. } while ( p !== start );
  17790. p.prevZ.nextZ = null;
  17791. p.prevZ = null;
  17792. sortLinked( p );
  17793. }
  17794. // Simon Tatham's linked list merge sort algorithm
  17795. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17796. function sortLinked( list ) {
  17797. var i, p, q, e, tail, numMerges, pSize, qSize,
  17798. inSize = 1;
  17799. do {
  17800. p = list;
  17801. list = null;
  17802. tail = null;
  17803. numMerges = 0;
  17804. while ( p ) {
  17805. numMerges ++;
  17806. q = p;
  17807. pSize = 0;
  17808. for ( i = 0; i < inSize; i ++ ) {
  17809. pSize ++;
  17810. q = q.nextZ;
  17811. if ( ! q ) { break; }
  17812. }
  17813. qSize = inSize;
  17814. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17815. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17816. e = p;
  17817. p = p.nextZ;
  17818. pSize --;
  17819. } else {
  17820. e = q;
  17821. q = q.nextZ;
  17822. qSize --;
  17823. }
  17824. if ( tail ) { tail.nextZ = e; }
  17825. else { list = e; }
  17826. e.prevZ = tail;
  17827. tail = e;
  17828. }
  17829. p = q;
  17830. }
  17831. tail.nextZ = null;
  17832. inSize *= 2;
  17833. } while ( numMerges > 1 );
  17834. return list;
  17835. }
  17836. // z-order of a point given coords and inverse of the longer side of data bbox
  17837. function zOrder( x, y, minX, minY, invSize ) {
  17838. // coords are transformed into non-negative 15-bit integer range
  17839. x = 32767 * ( x - minX ) * invSize;
  17840. y = 32767 * ( y - minY ) * invSize;
  17841. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17842. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17843. x = ( x | ( x << 2 ) ) & 0x33333333;
  17844. x = ( x | ( x << 1 ) ) & 0x55555555;
  17845. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17846. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17847. y = ( y | ( y << 2 ) ) & 0x33333333;
  17848. y = ( y | ( y << 1 ) ) & 0x55555555;
  17849. return x | ( y << 1 );
  17850. }
  17851. // find the leftmost node of a polygon ring
  17852. function getLeftmost( start ) {
  17853. var p = start,
  17854. leftmost = start;
  17855. do {
  17856. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17857. p = p.next;
  17858. } while ( p !== start );
  17859. return leftmost;
  17860. }
  17861. // check if a point lies within a convex triangle
  17862. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17863. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17864. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17865. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17866. }
  17867. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17868. function isValidDiagonal( a, b ) {
  17869. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17870. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17871. }
  17872. // signed area of a triangle
  17873. function area( p, q, r ) {
  17874. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17875. }
  17876. // check if two points are equal
  17877. function equals( p1, p2 ) {
  17878. return p1.x === p2.x && p1.y === p2.y;
  17879. }
  17880. // check if two segments intersect
  17881. function intersects( p1, q1, p2, q2 ) {
  17882. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17883. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17884. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17885. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17886. }
  17887. // check if a polygon diagonal intersects any polygon segments
  17888. function intersectsPolygon( a, b ) {
  17889. var p = a;
  17890. do {
  17891. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17892. intersects( p, p.next, a, b ) ) { return true; }
  17893. p = p.next;
  17894. } while ( p !== a );
  17895. return false;
  17896. }
  17897. // check if a polygon diagonal is locally inside the polygon
  17898. function locallyInside( a, b ) {
  17899. return area( a.prev, a, a.next ) < 0 ?
  17900. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17901. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17902. }
  17903. // check if the middle point of a polygon diagonal is inside the polygon
  17904. function middleInside( a, b ) {
  17905. var p = a,
  17906. inside = false,
  17907. px = ( a.x + b.x ) / 2,
  17908. py = ( a.y + b.y ) / 2;
  17909. do {
  17910. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17911. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17912. { inside = ! inside; }
  17913. p = p.next;
  17914. } while ( p !== a );
  17915. return inside;
  17916. }
  17917. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17918. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17919. function splitPolygon( a, b ) {
  17920. var a2 = new Node( a.i, a.x, a.y ),
  17921. b2 = new Node( b.i, b.x, b.y ),
  17922. an = a.next,
  17923. bp = b.prev;
  17924. a.next = b;
  17925. b.prev = a;
  17926. a2.next = an;
  17927. an.prev = a2;
  17928. b2.next = a2;
  17929. a2.prev = b2;
  17930. bp.next = b2;
  17931. b2.prev = bp;
  17932. return b2;
  17933. }
  17934. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17935. function insertNode( i, x, y, last ) {
  17936. var p = new Node( i, x, y );
  17937. if ( ! last ) {
  17938. p.prev = p;
  17939. p.next = p;
  17940. } else {
  17941. p.next = last.next;
  17942. p.prev = last;
  17943. last.next.prev = p;
  17944. last.next = p;
  17945. }
  17946. return p;
  17947. }
  17948. function removeNode( p ) {
  17949. p.next.prev = p.prev;
  17950. p.prev.next = p.next;
  17951. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17952. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17953. }
  17954. function Node( i, x, y ) {
  17955. // vertex index in coordinates array
  17956. this.i = i;
  17957. // vertex coordinates
  17958. this.x = x;
  17959. this.y = y;
  17960. // previous and next vertex nodes in a polygon ring
  17961. this.prev = null;
  17962. this.next = null;
  17963. // z-order curve value
  17964. this.z = null;
  17965. // previous and next nodes in z-order
  17966. this.prevZ = null;
  17967. this.nextZ = null;
  17968. // indicates whether this is a steiner point
  17969. this.steiner = false;
  17970. }
  17971. function signedArea( data, start, end, dim ) {
  17972. var sum = 0;
  17973. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17974. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17975. j = i;
  17976. }
  17977. return sum;
  17978. }
  17979. /**
  17980. * @author zz85 / http://www.lab4games.net/zz85/blog
  17981. */
  17982. var ShapeUtils = {
  17983. // calculate area of the contour polygon
  17984. area: function ( contour ) {
  17985. var n = contour.length;
  17986. var a = 0.0;
  17987. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17988. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17989. }
  17990. return a * 0.5;
  17991. },
  17992. isClockWise: function ( pts ) {
  17993. return ShapeUtils.area( pts ) < 0;
  17994. },
  17995. triangulateShape: function ( contour, holes ) {
  17996. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17997. var holeIndices = []; // array of hole indices
  17998. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17999. removeDupEndPts( contour );
  18000. addContour( vertices, contour );
  18001. //
  18002. var holeIndex = contour.length;
  18003. holes.forEach( removeDupEndPts );
  18004. for ( var i = 0; i < holes.length; i ++ ) {
  18005. holeIndices.push( holeIndex );
  18006. holeIndex += holes[ i ].length;
  18007. addContour( vertices, holes[ i ] );
  18008. }
  18009. //
  18010. var triangles = Earcut.triangulate( vertices, holeIndices );
  18011. //
  18012. for ( var i = 0; i < triangles.length; i += 3 ) {
  18013. faces.push( triangles.slice( i, i + 3 ) );
  18014. }
  18015. return faces;
  18016. }
  18017. };
  18018. function removeDupEndPts( points ) {
  18019. var l = points.length;
  18020. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18021. points.pop();
  18022. }
  18023. }
  18024. function addContour( vertices, contour ) {
  18025. for ( var i = 0; i < contour.length; i ++ ) {
  18026. vertices.push( contour[ i ].x );
  18027. vertices.push( contour[ i ].y );
  18028. }
  18029. }
  18030. /**
  18031. * @author zz85 / http://www.lab4games.net/zz85/blog
  18032. *
  18033. * Creates extruded geometry from a path shape.
  18034. *
  18035. * parameters = {
  18036. *
  18037. * curveSegments: <int>, // number of points on the curves
  18038. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18039. * depth: <float>, // Depth to extrude the shape
  18040. *
  18041. * bevelEnabled: <bool>, // turn on bevel
  18042. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18043. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18044. * bevelOffset: <float>, // how far from shape outline does bevel start
  18045. * bevelSegments: <int>, // number of bevel layers
  18046. *
  18047. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18048. *
  18049. * UVGenerator: <Object> // object that provides UV generator functions
  18050. *
  18051. * }
  18052. */
  18053. // ExtrudeGeometry
  18054. function ExtrudeGeometry( shapes, options ) {
  18055. Geometry.call( this );
  18056. this.type = 'ExtrudeGeometry';
  18057. this.parameters = {
  18058. shapes: shapes,
  18059. options: options
  18060. };
  18061. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18062. this.mergeVertices();
  18063. }
  18064. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18065. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18066. ExtrudeGeometry.prototype.toJSON = function () {
  18067. var data = Geometry.prototype.toJSON.call( this );
  18068. var shapes = this.parameters.shapes;
  18069. var options = this.parameters.options;
  18070. return toJSON( shapes, options, data );
  18071. };
  18072. // ExtrudeBufferGeometry
  18073. function ExtrudeBufferGeometry( shapes, options ) {
  18074. BufferGeometry.call( this );
  18075. this.type = 'ExtrudeBufferGeometry';
  18076. this.parameters = {
  18077. shapes: shapes,
  18078. options: options
  18079. };
  18080. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18081. var scope = this;
  18082. var verticesArray = [];
  18083. var uvArray = [];
  18084. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18085. var shape = shapes[ i ];
  18086. addShape( shape );
  18087. }
  18088. // build geometry
  18089. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18090. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18091. this.computeVertexNormals();
  18092. // functions
  18093. function addShape( shape ) {
  18094. var placeholder = [];
  18095. // options
  18096. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18097. var steps = options.steps !== undefined ? options.steps : 1;
  18098. var depth = options.depth !== undefined ? options.depth : 100;
  18099. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18100. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18101. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18102. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18103. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18104. var extrudePath = options.extrudePath;
  18105. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18106. // deprecated options
  18107. if ( options.amount !== undefined ) {
  18108. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18109. depth = options.amount;
  18110. }
  18111. //
  18112. var extrudePts, extrudeByPath = false;
  18113. var splineTube, binormal, normal, position2;
  18114. if ( extrudePath ) {
  18115. extrudePts = extrudePath.getSpacedPoints( steps );
  18116. extrudeByPath = true;
  18117. bevelEnabled = false; // bevels not supported for path extrusion
  18118. // SETUP TNB variables
  18119. // TODO1 - have a .isClosed in spline?
  18120. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18121. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18122. binormal = new Vector3();
  18123. normal = new Vector3();
  18124. position2 = new Vector3();
  18125. }
  18126. // Safeguards if bevels are not enabled
  18127. if ( ! bevelEnabled ) {
  18128. bevelSegments = 0;
  18129. bevelThickness = 0;
  18130. bevelSize = 0;
  18131. bevelOffset = 0;
  18132. }
  18133. // Variables initialization
  18134. var ahole, h, hl; // looping of holes
  18135. var shapePoints = shape.extractPoints( curveSegments );
  18136. var vertices = shapePoints.shape;
  18137. var holes = shapePoints.holes;
  18138. var reverse = ! ShapeUtils.isClockWise( vertices );
  18139. if ( reverse ) {
  18140. vertices = vertices.reverse();
  18141. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18142. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18143. ahole = holes[ h ];
  18144. if ( ShapeUtils.isClockWise( ahole ) ) {
  18145. holes[ h ] = ahole.reverse();
  18146. }
  18147. }
  18148. }
  18149. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18150. /* Vertices */
  18151. var contour = vertices; // vertices has all points but contour has only points of circumference
  18152. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18153. ahole = holes[ h ];
  18154. vertices = vertices.concat( ahole );
  18155. }
  18156. function scalePt2( pt, vec, size ) {
  18157. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18158. return vec.clone().multiplyScalar( size ).add( pt );
  18159. }
  18160. var b, bs, t, z,
  18161. vert, vlen = vertices.length,
  18162. face, flen = faces.length;
  18163. // Find directions for point movement
  18164. function getBevelVec( inPt, inPrev, inNext ) {
  18165. // computes for inPt the corresponding point inPt' on a new contour
  18166. // shifted by 1 unit (length of normalized vector) to the left
  18167. // if we walk along contour clockwise, this new contour is outside the old one
  18168. //
  18169. // inPt' is the intersection of the two lines parallel to the two
  18170. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18171. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18172. // good reading for geometry algorithms (here: line-line intersection)
  18173. // http://geomalgorithms.com/a05-_intersect-1.html
  18174. var v_prev_x = inPt.x - inPrev.x,
  18175. v_prev_y = inPt.y - inPrev.y;
  18176. var v_next_x = inNext.x - inPt.x,
  18177. v_next_y = inNext.y - inPt.y;
  18178. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18179. // check for collinear edges
  18180. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18181. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18182. // not collinear
  18183. // length of vectors for normalizing
  18184. var v_prev_len = Math.sqrt( v_prev_lensq );
  18185. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18186. // shift adjacent points by unit vectors to the left
  18187. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18188. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18189. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18190. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18191. // scaling factor for v_prev to intersection point
  18192. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18193. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18194. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18195. // vector from inPt to intersection point
  18196. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18197. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18198. // Don't normalize!, otherwise sharp corners become ugly
  18199. // but prevent crazy spikes
  18200. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18201. if ( v_trans_lensq <= 2 ) {
  18202. return new Vector2( v_trans_x, v_trans_y );
  18203. } else {
  18204. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18205. }
  18206. } else {
  18207. // handle special case of collinear edges
  18208. var direction_eq = false; // assumes: opposite
  18209. if ( v_prev_x > Number.EPSILON ) {
  18210. if ( v_next_x > Number.EPSILON ) {
  18211. direction_eq = true;
  18212. }
  18213. } else {
  18214. if ( v_prev_x < - Number.EPSILON ) {
  18215. if ( v_next_x < - Number.EPSILON ) {
  18216. direction_eq = true;
  18217. }
  18218. } else {
  18219. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18220. direction_eq = true;
  18221. }
  18222. }
  18223. }
  18224. if ( direction_eq ) {
  18225. // console.log("Warning: lines are a straight sequence");
  18226. v_trans_x = - v_prev_y;
  18227. v_trans_y = v_prev_x;
  18228. shrink_by = Math.sqrt( v_prev_lensq );
  18229. } else {
  18230. // console.log("Warning: lines are a straight spike");
  18231. v_trans_x = v_prev_x;
  18232. v_trans_y = v_prev_y;
  18233. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18234. }
  18235. }
  18236. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18237. }
  18238. var contourMovements = [];
  18239. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18240. if ( j === il ) { j = 0; }
  18241. if ( k === il ) { k = 0; }
  18242. // (j)---(i)---(k)
  18243. // console.log('i,j,k', i, j , k)
  18244. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18245. }
  18246. var holesMovements = [],
  18247. oneHoleMovements, verticesMovements = contourMovements.concat();
  18248. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18249. ahole = holes[ h ];
  18250. oneHoleMovements = [];
  18251. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18252. if ( j === il ) { j = 0; }
  18253. if ( k === il ) { k = 0; }
  18254. // (j)---(i)---(k)
  18255. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18256. }
  18257. holesMovements.push( oneHoleMovements );
  18258. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18259. }
  18260. // Loop bevelSegments, 1 for the front, 1 for the back
  18261. for ( b = 0; b < bevelSegments; b ++ ) {
  18262. //for ( b = bevelSegments; b > 0; b -- ) {
  18263. t = b / bevelSegments;
  18264. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18265. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18266. // contract shape
  18267. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18268. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18269. v( vert.x, vert.y, - z );
  18270. }
  18271. // expand holes
  18272. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18273. ahole = holes[ h ];
  18274. oneHoleMovements = holesMovements[ h ];
  18275. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18276. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18277. v( vert.x, vert.y, - z );
  18278. }
  18279. }
  18280. }
  18281. bs = bevelSize + bevelOffset;
  18282. // Back facing vertices
  18283. for ( i = 0; i < vlen; i ++ ) {
  18284. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18285. if ( ! extrudeByPath ) {
  18286. v( vert.x, vert.y, 0 );
  18287. } else {
  18288. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18289. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18290. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18291. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18292. v( position2.x, position2.y, position2.z );
  18293. }
  18294. }
  18295. // Add stepped vertices...
  18296. // Including front facing vertices
  18297. var s;
  18298. for ( s = 1; s <= steps; s ++ ) {
  18299. for ( i = 0; i < vlen; i ++ ) {
  18300. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18301. if ( ! extrudeByPath ) {
  18302. v( vert.x, vert.y, depth / steps * s );
  18303. } else {
  18304. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18305. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18306. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18307. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18308. v( position2.x, position2.y, position2.z );
  18309. }
  18310. }
  18311. }
  18312. // Add bevel segments planes
  18313. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18314. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18315. t = b / bevelSegments;
  18316. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18317. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18318. // contract shape
  18319. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18320. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18321. v( vert.x, vert.y, depth + z );
  18322. }
  18323. // expand holes
  18324. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18325. ahole = holes[ h ];
  18326. oneHoleMovements = holesMovements[ h ];
  18327. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18328. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18329. if ( ! extrudeByPath ) {
  18330. v( vert.x, vert.y, depth + z );
  18331. } else {
  18332. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18333. }
  18334. }
  18335. }
  18336. }
  18337. /* Faces */
  18338. // Top and bottom faces
  18339. buildLidFaces();
  18340. // Sides faces
  18341. buildSideFaces();
  18342. ///// Internal functions
  18343. function buildLidFaces() {
  18344. var start = verticesArray.length / 3;
  18345. if ( bevelEnabled ) {
  18346. var layer = 0; // steps + 1
  18347. var offset = vlen * layer;
  18348. // Bottom faces
  18349. for ( i = 0; i < flen; i ++ ) {
  18350. face = faces[ i ];
  18351. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18352. }
  18353. layer = steps + bevelSegments * 2;
  18354. offset = vlen * layer;
  18355. // Top faces
  18356. for ( i = 0; i < flen; i ++ ) {
  18357. face = faces[ i ];
  18358. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18359. }
  18360. } else {
  18361. // Bottom faces
  18362. for ( i = 0; i < flen; i ++ ) {
  18363. face = faces[ i ];
  18364. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18365. }
  18366. // Top faces
  18367. for ( i = 0; i < flen; i ++ ) {
  18368. face = faces[ i ];
  18369. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18370. }
  18371. }
  18372. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18373. }
  18374. // Create faces for the z-sides of the shape
  18375. function buildSideFaces() {
  18376. var start = verticesArray.length / 3;
  18377. var layeroffset = 0;
  18378. sidewalls( contour, layeroffset );
  18379. layeroffset += contour.length;
  18380. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18381. ahole = holes[ h ];
  18382. sidewalls( ahole, layeroffset );
  18383. //, true
  18384. layeroffset += ahole.length;
  18385. }
  18386. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18387. }
  18388. function sidewalls( contour, layeroffset ) {
  18389. var j, k;
  18390. i = contour.length;
  18391. while ( -- i >= 0 ) {
  18392. j = i;
  18393. k = i - 1;
  18394. if ( k < 0 ) { k = contour.length - 1; }
  18395. //console.log('b', i,j, i-1, k,vertices.length);
  18396. var s = 0,
  18397. sl = steps + bevelSegments * 2;
  18398. for ( s = 0; s < sl; s ++ ) {
  18399. var slen1 = vlen * s;
  18400. var slen2 = vlen * ( s + 1 );
  18401. var a = layeroffset + j + slen1,
  18402. b = layeroffset + k + slen1,
  18403. c = layeroffset + k + slen2,
  18404. d = layeroffset + j + slen2;
  18405. f4( a, b, c, d );
  18406. }
  18407. }
  18408. }
  18409. function v( x, y, z ) {
  18410. placeholder.push( x );
  18411. placeholder.push( y );
  18412. placeholder.push( z );
  18413. }
  18414. function f3( a, b, c ) {
  18415. addVertex( a );
  18416. addVertex( b );
  18417. addVertex( c );
  18418. var nextIndex = verticesArray.length / 3;
  18419. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18420. addUV( uvs[ 0 ] );
  18421. addUV( uvs[ 1 ] );
  18422. addUV( uvs[ 2 ] );
  18423. }
  18424. function f4( a, b, c, d ) {
  18425. addVertex( a );
  18426. addVertex( b );
  18427. addVertex( d );
  18428. addVertex( b );
  18429. addVertex( c );
  18430. addVertex( d );
  18431. var nextIndex = verticesArray.length / 3;
  18432. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18433. addUV( uvs[ 0 ] );
  18434. addUV( uvs[ 1 ] );
  18435. addUV( uvs[ 3 ] );
  18436. addUV( uvs[ 1 ] );
  18437. addUV( uvs[ 2 ] );
  18438. addUV( uvs[ 3 ] );
  18439. }
  18440. function addVertex( index ) {
  18441. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18442. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18443. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18444. }
  18445. function addUV( vector2 ) {
  18446. uvArray.push( vector2.x );
  18447. uvArray.push( vector2.y );
  18448. }
  18449. }
  18450. }
  18451. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18452. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18453. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18454. var data = BufferGeometry.prototype.toJSON.call( this );
  18455. var shapes = this.parameters.shapes;
  18456. var options = this.parameters.options;
  18457. return toJSON( shapes, options, data );
  18458. };
  18459. //
  18460. var WorldUVGenerator = {
  18461. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18462. var a_x = vertices[ indexA * 3 ];
  18463. var a_y = vertices[ indexA * 3 + 1 ];
  18464. var b_x = vertices[ indexB * 3 ];
  18465. var b_y = vertices[ indexB * 3 + 1 ];
  18466. var c_x = vertices[ indexC * 3 ];
  18467. var c_y = vertices[ indexC * 3 + 1 ];
  18468. return [
  18469. new Vector2( a_x, a_y ),
  18470. new Vector2( b_x, b_y ),
  18471. new Vector2( c_x, c_y )
  18472. ];
  18473. },
  18474. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18475. var a_x = vertices[ indexA * 3 ];
  18476. var a_y = vertices[ indexA * 3 + 1 ];
  18477. var a_z = vertices[ indexA * 3 + 2 ];
  18478. var b_x = vertices[ indexB * 3 ];
  18479. var b_y = vertices[ indexB * 3 + 1 ];
  18480. var b_z = vertices[ indexB * 3 + 2 ];
  18481. var c_x = vertices[ indexC * 3 ];
  18482. var c_y = vertices[ indexC * 3 + 1 ];
  18483. var c_z = vertices[ indexC * 3 + 2 ];
  18484. var d_x = vertices[ indexD * 3 ];
  18485. var d_y = vertices[ indexD * 3 + 1 ];
  18486. var d_z = vertices[ indexD * 3 + 2 ];
  18487. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18488. return [
  18489. new Vector2( a_x, 1 - a_z ),
  18490. new Vector2( b_x, 1 - b_z ),
  18491. new Vector2( c_x, 1 - c_z ),
  18492. new Vector2( d_x, 1 - d_z )
  18493. ];
  18494. } else {
  18495. return [
  18496. new Vector2( a_y, 1 - a_z ),
  18497. new Vector2( b_y, 1 - b_z ),
  18498. new Vector2( c_y, 1 - c_z ),
  18499. new Vector2( d_y, 1 - d_z )
  18500. ];
  18501. }
  18502. }
  18503. };
  18504. function toJSON( shapes, options, data ) {
  18505. //
  18506. data.shapes = [];
  18507. if ( Array.isArray( shapes ) ) {
  18508. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18509. var shape = shapes[ i ];
  18510. data.shapes.push( shape.uuid );
  18511. }
  18512. } else {
  18513. data.shapes.push( shapes.uuid );
  18514. }
  18515. //
  18516. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18517. return data;
  18518. }
  18519. /**
  18520. * @author zz85 / http://www.lab4games.net/zz85/blog
  18521. * @author alteredq / http://alteredqualia.com/
  18522. *
  18523. * Text = 3D Text
  18524. *
  18525. * parameters = {
  18526. * font: <THREE.Font>, // font
  18527. *
  18528. * size: <float>, // size of the text
  18529. * height: <float>, // thickness to extrude text
  18530. * curveSegments: <int>, // number of points on the curves
  18531. *
  18532. * bevelEnabled: <bool>, // turn on bevel
  18533. * bevelThickness: <float>, // how deep into text bevel goes
  18534. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18535. * bevelOffset: <float> // how far from text outline does bevel start
  18536. * }
  18537. */
  18538. // TextGeometry
  18539. function TextGeometry( text, parameters ) {
  18540. Geometry.call( this );
  18541. this.type = 'TextGeometry';
  18542. this.parameters = {
  18543. text: text,
  18544. parameters: parameters
  18545. };
  18546. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18547. this.mergeVertices();
  18548. }
  18549. TextGeometry.prototype = Object.create( Geometry.prototype );
  18550. TextGeometry.prototype.constructor = TextGeometry;
  18551. // TextBufferGeometry
  18552. function TextBufferGeometry( text, parameters ) {
  18553. parameters = parameters || {};
  18554. var font = parameters.font;
  18555. if ( ! ( font && font.isFont ) ) {
  18556. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18557. return new Geometry();
  18558. }
  18559. var shapes = font.generateShapes( text, parameters.size );
  18560. // translate parameters to ExtrudeGeometry API
  18561. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18562. // defaults
  18563. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18564. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18565. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18566. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18567. this.type = 'TextBufferGeometry';
  18568. }
  18569. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18570. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18571. /**
  18572. * @author mrdoob / http://mrdoob.com/
  18573. * @author benaadams / https://twitter.com/ben_a_adams
  18574. * @author Mugen87 / https://github.com/Mugen87
  18575. */
  18576. // SphereGeometry
  18577. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18578. Geometry.call( this );
  18579. this.type = 'SphereGeometry';
  18580. this.parameters = {
  18581. radius: radius,
  18582. widthSegments: widthSegments,
  18583. heightSegments: heightSegments,
  18584. phiStart: phiStart,
  18585. phiLength: phiLength,
  18586. thetaStart: thetaStart,
  18587. thetaLength: thetaLength
  18588. };
  18589. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18590. this.mergeVertices();
  18591. }
  18592. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18593. SphereGeometry.prototype.constructor = SphereGeometry;
  18594. // SphereBufferGeometry
  18595. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18596. BufferGeometry.call( this );
  18597. this.type = 'SphereBufferGeometry';
  18598. this.parameters = {
  18599. radius: radius,
  18600. widthSegments: widthSegments,
  18601. heightSegments: heightSegments,
  18602. phiStart: phiStart,
  18603. phiLength: phiLength,
  18604. thetaStart: thetaStart,
  18605. thetaLength: thetaLength
  18606. };
  18607. radius = radius || 1;
  18608. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18609. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18610. phiStart = phiStart !== undefined ? phiStart : 0;
  18611. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18612. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18613. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18614. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18615. var ix, iy;
  18616. var index = 0;
  18617. var grid = [];
  18618. var vertex = new Vector3();
  18619. var normal = new Vector3();
  18620. // buffers
  18621. var indices = [];
  18622. var vertices = [];
  18623. var normals = [];
  18624. var uvs = [];
  18625. // generate vertices, normals and uvs
  18626. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18627. var verticesRow = [];
  18628. var v = iy / heightSegments;
  18629. // special case for the poles
  18630. var uOffset = 0;
  18631. if ( iy == 0 && thetaStart == 0 ) {
  18632. uOffset = 0.5 / widthSegments;
  18633. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18634. uOffset = - 0.5 / widthSegments;
  18635. }
  18636. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18637. var u = ix / widthSegments;
  18638. // vertex
  18639. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18640. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18641. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18642. vertices.push( vertex.x, vertex.y, vertex.z );
  18643. // normal
  18644. normal.copy( vertex ).normalize();
  18645. normals.push( normal.x, normal.y, normal.z );
  18646. // uv
  18647. uvs.push( u + uOffset, 1 - v );
  18648. verticesRow.push( index ++ );
  18649. }
  18650. grid.push( verticesRow );
  18651. }
  18652. // indices
  18653. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18654. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18655. var a = grid[ iy ][ ix + 1 ];
  18656. var b = grid[ iy ][ ix ];
  18657. var c = grid[ iy + 1 ][ ix ];
  18658. var d = grid[ iy + 1 ][ ix + 1 ];
  18659. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18660. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18661. }
  18662. }
  18663. // build geometry
  18664. this.setIndex( indices );
  18665. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18666. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18667. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18668. }
  18669. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18670. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18671. /**
  18672. * @author Kaleb Murphy
  18673. * @author Mugen87 / https://github.com/Mugen87
  18674. */
  18675. // RingGeometry
  18676. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18677. Geometry.call( this );
  18678. this.type = 'RingGeometry';
  18679. this.parameters = {
  18680. innerRadius: innerRadius,
  18681. outerRadius: outerRadius,
  18682. thetaSegments: thetaSegments,
  18683. phiSegments: phiSegments,
  18684. thetaStart: thetaStart,
  18685. thetaLength: thetaLength
  18686. };
  18687. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18688. this.mergeVertices();
  18689. }
  18690. RingGeometry.prototype = Object.create( Geometry.prototype );
  18691. RingGeometry.prototype.constructor = RingGeometry;
  18692. // RingBufferGeometry
  18693. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18694. BufferGeometry.call( this );
  18695. this.type = 'RingBufferGeometry';
  18696. this.parameters = {
  18697. innerRadius: innerRadius,
  18698. outerRadius: outerRadius,
  18699. thetaSegments: thetaSegments,
  18700. phiSegments: phiSegments,
  18701. thetaStart: thetaStart,
  18702. thetaLength: thetaLength
  18703. };
  18704. innerRadius = innerRadius || 0.5;
  18705. outerRadius = outerRadius || 1;
  18706. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18707. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18708. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18709. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18710. // buffers
  18711. var indices = [];
  18712. var vertices = [];
  18713. var normals = [];
  18714. var uvs = [];
  18715. // some helper variables
  18716. var segment;
  18717. var radius = innerRadius;
  18718. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18719. var vertex = new Vector3();
  18720. var uv = new Vector2();
  18721. var j, i;
  18722. // generate vertices, normals and uvs
  18723. for ( j = 0; j <= phiSegments; j ++ ) {
  18724. for ( i = 0; i <= thetaSegments; i ++ ) {
  18725. // values are generate from the inside of the ring to the outside
  18726. segment = thetaStart + i / thetaSegments * thetaLength;
  18727. // vertex
  18728. vertex.x = radius * Math.cos( segment );
  18729. vertex.y = radius * Math.sin( segment );
  18730. vertices.push( vertex.x, vertex.y, vertex.z );
  18731. // normal
  18732. normals.push( 0, 0, 1 );
  18733. // uv
  18734. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18735. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18736. uvs.push( uv.x, uv.y );
  18737. }
  18738. // increase the radius for next row of vertices
  18739. radius += radiusStep;
  18740. }
  18741. // indices
  18742. for ( j = 0; j < phiSegments; j ++ ) {
  18743. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18744. for ( i = 0; i < thetaSegments; i ++ ) {
  18745. segment = i + thetaSegmentLevel;
  18746. var a = segment;
  18747. var b = segment + thetaSegments + 1;
  18748. var c = segment + thetaSegments + 2;
  18749. var d = segment + 1;
  18750. // faces
  18751. indices.push( a, b, d );
  18752. indices.push( b, c, d );
  18753. }
  18754. }
  18755. // build geometry
  18756. this.setIndex( indices );
  18757. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18758. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18759. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18760. }
  18761. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18762. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18763. /**
  18764. * @author zz85 / https://github.com/zz85
  18765. * @author bhouston / http://clara.io
  18766. * @author Mugen87 / https://github.com/Mugen87
  18767. */
  18768. // LatheGeometry
  18769. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18770. Geometry.call( this );
  18771. this.type = 'LatheGeometry';
  18772. this.parameters = {
  18773. points: points,
  18774. segments: segments,
  18775. phiStart: phiStart,
  18776. phiLength: phiLength
  18777. };
  18778. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18779. this.mergeVertices();
  18780. }
  18781. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18782. LatheGeometry.prototype.constructor = LatheGeometry;
  18783. // LatheBufferGeometry
  18784. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18785. BufferGeometry.call( this );
  18786. this.type = 'LatheBufferGeometry';
  18787. this.parameters = {
  18788. points: points,
  18789. segments: segments,
  18790. phiStart: phiStart,
  18791. phiLength: phiLength
  18792. };
  18793. segments = Math.floor( segments ) || 12;
  18794. phiStart = phiStart || 0;
  18795. phiLength = phiLength || Math.PI * 2;
  18796. // clamp phiLength so it's in range of [ 0, 2PI ]
  18797. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18798. // buffers
  18799. var indices = [];
  18800. var vertices = [];
  18801. var uvs = [];
  18802. // helper variables
  18803. var base;
  18804. var inverseSegments = 1.0 / segments;
  18805. var vertex = new Vector3();
  18806. var uv = new Vector2();
  18807. var i, j;
  18808. // generate vertices and uvs
  18809. for ( i = 0; i <= segments; i ++ ) {
  18810. var phi = phiStart + i * inverseSegments * phiLength;
  18811. var sin = Math.sin( phi );
  18812. var cos = Math.cos( phi );
  18813. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18814. // vertex
  18815. vertex.x = points[ j ].x * sin;
  18816. vertex.y = points[ j ].y;
  18817. vertex.z = points[ j ].x * cos;
  18818. vertices.push( vertex.x, vertex.y, vertex.z );
  18819. // uv
  18820. uv.x = i / segments;
  18821. uv.y = j / ( points.length - 1 );
  18822. uvs.push( uv.x, uv.y );
  18823. }
  18824. }
  18825. // indices
  18826. for ( i = 0; i < segments; i ++ ) {
  18827. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18828. base = j + i * points.length;
  18829. var a = base;
  18830. var b = base + points.length;
  18831. var c = base + points.length + 1;
  18832. var d = base + 1;
  18833. // faces
  18834. indices.push( a, b, d );
  18835. indices.push( b, c, d );
  18836. }
  18837. }
  18838. // build geometry
  18839. this.setIndex( indices );
  18840. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18841. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18842. // generate normals
  18843. this.computeVertexNormals();
  18844. // if the geometry is closed, we need to average the normals along the seam.
  18845. // because the corresponding vertices are identical (but still have different UVs).
  18846. if ( phiLength === Math.PI * 2 ) {
  18847. var normals = this.attributes.normal.array;
  18848. var n1 = new Vector3();
  18849. var n2 = new Vector3();
  18850. var n = new Vector3();
  18851. // this is the buffer offset for the last line of vertices
  18852. base = segments * points.length * 3;
  18853. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18854. // select the normal of the vertex in the first line
  18855. n1.x = normals[ j + 0 ];
  18856. n1.y = normals[ j + 1 ];
  18857. n1.z = normals[ j + 2 ];
  18858. // select the normal of the vertex in the last line
  18859. n2.x = normals[ base + j + 0 ];
  18860. n2.y = normals[ base + j + 1 ];
  18861. n2.z = normals[ base + j + 2 ];
  18862. // average normals
  18863. n.addVectors( n1, n2 ).normalize();
  18864. // assign the new values to both normals
  18865. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18866. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18867. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18868. }
  18869. }
  18870. }
  18871. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18872. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18873. /**
  18874. * @author jonobr1 / http://jonobr1.com
  18875. * @author Mugen87 / https://github.com/Mugen87
  18876. */
  18877. // ShapeGeometry
  18878. function ShapeGeometry( shapes, curveSegments ) {
  18879. Geometry.call( this );
  18880. this.type = 'ShapeGeometry';
  18881. if ( typeof curveSegments === 'object' ) {
  18882. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18883. curveSegments = curveSegments.curveSegments;
  18884. }
  18885. this.parameters = {
  18886. shapes: shapes,
  18887. curveSegments: curveSegments
  18888. };
  18889. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18890. this.mergeVertices();
  18891. }
  18892. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18893. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18894. ShapeGeometry.prototype.toJSON = function () {
  18895. var data = Geometry.prototype.toJSON.call( this );
  18896. var shapes = this.parameters.shapes;
  18897. return toJSON$1( shapes, data );
  18898. };
  18899. // ShapeBufferGeometry
  18900. function ShapeBufferGeometry( shapes, curveSegments ) {
  18901. BufferGeometry.call( this );
  18902. this.type = 'ShapeBufferGeometry';
  18903. this.parameters = {
  18904. shapes: shapes,
  18905. curveSegments: curveSegments
  18906. };
  18907. curveSegments = curveSegments || 12;
  18908. // buffers
  18909. var indices = [];
  18910. var vertices = [];
  18911. var normals = [];
  18912. var uvs = [];
  18913. // helper variables
  18914. var groupStart = 0;
  18915. var groupCount = 0;
  18916. // allow single and array values for "shapes" parameter
  18917. if ( Array.isArray( shapes ) === false ) {
  18918. addShape( shapes );
  18919. } else {
  18920. for ( var i = 0; i < shapes.length; i ++ ) {
  18921. addShape( shapes[ i ] );
  18922. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18923. groupStart += groupCount;
  18924. groupCount = 0;
  18925. }
  18926. }
  18927. // build geometry
  18928. this.setIndex( indices );
  18929. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18930. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18931. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18932. // helper functions
  18933. function addShape( shape ) {
  18934. var i, l, shapeHole;
  18935. var indexOffset = vertices.length / 3;
  18936. var points = shape.extractPoints( curveSegments );
  18937. var shapeVertices = points.shape;
  18938. var shapeHoles = points.holes;
  18939. // check direction of vertices
  18940. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18941. shapeVertices = shapeVertices.reverse();
  18942. }
  18943. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18944. shapeHole = shapeHoles[ i ];
  18945. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18946. shapeHoles[ i ] = shapeHole.reverse();
  18947. }
  18948. }
  18949. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18950. // join vertices of inner and outer paths to a single array
  18951. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18952. shapeHole = shapeHoles[ i ];
  18953. shapeVertices = shapeVertices.concat( shapeHole );
  18954. }
  18955. // vertices, normals, uvs
  18956. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18957. var vertex = shapeVertices[ i ];
  18958. vertices.push( vertex.x, vertex.y, 0 );
  18959. normals.push( 0, 0, 1 );
  18960. uvs.push( vertex.x, vertex.y ); // world uvs
  18961. }
  18962. // incides
  18963. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18964. var face = faces[ i ];
  18965. var a = face[ 0 ] + indexOffset;
  18966. var b = face[ 1 ] + indexOffset;
  18967. var c = face[ 2 ] + indexOffset;
  18968. indices.push( a, b, c );
  18969. groupCount += 3;
  18970. }
  18971. }
  18972. }
  18973. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18974. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18975. ShapeBufferGeometry.prototype.toJSON = function () {
  18976. var data = BufferGeometry.prototype.toJSON.call( this );
  18977. var shapes = this.parameters.shapes;
  18978. return toJSON$1( shapes, data );
  18979. };
  18980. //
  18981. function toJSON$1( shapes, data ) {
  18982. data.shapes = [];
  18983. if ( Array.isArray( shapes ) ) {
  18984. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18985. var shape = shapes[ i ];
  18986. data.shapes.push( shape.uuid );
  18987. }
  18988. } else {
  18989. data.shapes.push( shapes.uuid );
  18990. }
  18991. return data;
  18992. }
  18993. /**
  18994. * @author WestLangley / http://github.com/WestLangley
  18995. * @author Mugen87 / https://github.com/Mugen87
  18996. */
  18997. function EdgesGeometry( geometry, thresholdAngle ) {
  18998. BufferGeometry.call( this );
  18999. this.type = 'EdgesGeometry';
  19000. this.parameters = {
  19001. thresholdAngle: thresholdAngle
  19002. };
  19003. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19004. // buffer
  19005. var vertices = [];
  19006. // helper variables
  19007. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  19008. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19009. var key, keys = [ 'a', 'b', 'c' ];
  19010. // prepare source geometry
  19011. var geometry2;
  19012. if ( geometry.isBufferGeometry ) {
  19013. geometry2 = new Geometry();
  19014. geometry2.fromBufferGeometry( geometry );
  19015. } else {
  19016. geometry2 = geometry.clone();
  19017. }
  19018. geometry2.mergeVertices();
  19019. geometry2.computeFaceNormals();
  19020. var sourceVertices = geometry2.vertices;
  19021. var faces = geometry2.faces;
  19022. // now create a data structure where each entry represents an edge with its adjoining faces
  19023. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19024. var face = faces[ i ];
  19025. for ( var j = 0; j < 3; j ++ ) {
  19026. edge1 = face[ keys[ j ] ];
  19027. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19028. edge[ 0 ] = Math.min( edge1, edge2 );
  19029. edge[ 1 ] = Math.max( edge1, edge2 );
  19030. key = edge[ 0 ] + ',' + edge[ 1 ];
  19031. if ( edges[ key ] === undefined ) {
  19032. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19033. } else {
  19034. edges[ key ].face2 = i;
  19035. }
  19036. }
  19037. }
  19038. // generate vertices
  19039. for ( key in edges ) {
  19040. var e = edges[ key ];
  19041. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19042. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19043. var vertex = sourceVertices[ e.index1 ];
  19044. vertices.push( vertex.x, vertex.y, vertex.z );
  19045. vertex = sourceVertices[ e.index2 ];
  19046. vertices.push( vertex.x, vertex.y, vertex.z );
  19047. }
  19048. }
  19049. // build geometry
  19050. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19051. }
  19052. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19053. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19054. /**
  19055. * @author mrdoob / http://mrdoob.com/
  19056. * @author Mugen87 / https://github.com/Mugen87
  19057. */
  19058. // CylinderGeometry
  19059. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19060. Geometry.call( this );
  19061. this.type = 'CylinderGeometry';
  19062. this.parameters = {
  19063. radiusTop: radiusTop,
  19064. radiusBottom: radiusBottom,
  19065. height: height,
  19066. radialSegments: radialSegments,
  19067. heightSegments: heightSegments,
  19068. openEnded: openEnded,
  19069. thetaStart: thetaStart,
  19070. thetaLength: thetaLength
  19071. };
  19072. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19073. this.mergeVertices();
  19074. }
  19075. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19076. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19077. // CylinderBufferGeometry
  19078. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19079. BufferGeometry.call( this );
  19080. this.type = 'CylinderBufferGeometry';
  19081. this.parameters = {
  19082. radiusTop: radiusTop,
  19083. radiusBottom: radiusBottom,
  19084. height: height,
  19085. radialSegments: radialSegments,
  19086. heightSegments: heightSegments,
  19087. openEnded: openEnded,
  19088. thetaStart: thetaStart,
  19089. thetaLength: thetaLength
  19090. };
  19091. var scope = this;
  19092. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19093. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19094. height = height || 1;
  19095. radialSegments = Math.floor( radialSegments ) || 8;
  19096. heightSegments = Math.floor( heightSegments ) || 1;
  19097. openEnded = openEnded !== undefined ? openEnded : false;
  19098. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19099. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19100. // buffers
  19101. var indices = [];
  19102. var vertices = [];
  19103. var normals = [];
  19104. var uvs = [];
  19105. // helper variables
  19106. var index = 0;
  19107. var indexArray = [];
  19108. var halfHeight = height / 2;
  19109. var groupStart = 0;
  19110. // generate geometry
  19111. generateTorso();
  19112. if ( openEnded === false ) {
  19113. if ( radiusTop > 0 ) { generateCap( true ); }
  19114. if ( radiusBottom > 0 ) { generateCap( false ); }
  19115. }
  19116. // build geometry
  19117. this.setIndex( indices );
  19118. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19119. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19120. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19121. function generateTorso() {
  19122. var x, y;
  19123. var normal = new Vector3();
  19124. var vertex = new Vector3();
  19125. var groupCount = 0;
  19126. // this will be used to calculate the normal
  19127. var slope = ( radiusBottom - radiusTop ) / height;
  19128. // generate vertices, normals and uvs
  19129. for ( y = 0; y <= heightSegments; y ++ ) {
  19130. var indexRow = [];
  19131. var v = y / heightSegments;
  19132. // calculate the radius of the current row
  19133. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19134. for ( x = 0; x <= radialSegments; x ++ ) {
  19135. var u = x / radialSegments;
  19136. var theta = u * thetaLength + thetaStart;
  19137. var sinTheta = Math.sin( theta );
  19138. var cosTheta = Math.cos( theta );
  19139. // vertex
  19140. vertex.x = radius * sinTheta;
  19141. vertex.y = - v * height + halfHeight;
  19142. vertex.z = radius * cosTheta;
  19143. vertices.push( vertex.x, vertex.y, vertex.z );
  19144. // normal
  19145. normal.set( sinTheta, slope, cosTheta ).normalize();
  19146. normals.push( normal.x, normal.y, normal.z );
  19147. // uv
  19148. uvs.push( u, 1 - v );
  19149. // save index of vertex in respective row
  19150. indexRow.push( index ++ );
  19151. }
  19152. // now save vertices of the row in our index array
  19153. indexArray.push( indexRow );
  19154. }
  19155. // generate indices
  19156. for ( x = 0; x < radialSegments; x ++ ) {
  19157. for ( y = 0; y < heightSegments; y ++ ) {
  19158. // we use the index array to access the correct indices
  19159. var a = indexArray[ y ][ x ];
  19160. var b = indexArray[ y + 1 ][ x ];
  19161. var c = indexArray[ y + 1 ][ x + 1 ];
  19162. var d = indexArray[ y ][ x + 1 ];
  19163. // faces
  19164. indices.push( a, b, d );
  19165. indices.push( b, c, d );
  19166. // update group counter
  19167. groupCount += 6;
  19168. }
  19169. }
  19170. // add a group to the geometry. this will ensure multi material support
  19171. scope.addGroup( groupStart, groupCount, 0 );
  19172. // calculate new start value for groups
  19173. groupStart += groupCount;
  19174. }
  19175. function generateCap( top ) {
  19176. var x, centerIndexStart, centerIndexEnd;
  19177. var uv = new Vector2();
  19178. var vertex = new Vector3();
  19179. var groupCount = 0;
  19180. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19181. var sign = ( top === true ) ? 1 : - 1;
  19182. // save the index of the first center vertex
  19183. centerIndexStart = index;
  19184. // first we generate the center vertex data of the cap.
  19185. // because the geometry needs one set of uvs per face,
  19186. // we must generate a center vertex per face/segment
  19187. for ( x = 1; x <= radialSegments; x ++ ) {
  19188. // vertex
  19189. vertices.push( 0, halfHeight * sign, 0 );
  19190. // normal
  19191. normals.push( 0, sign, 0 );
  19192. // uv
  19193. uvs.push( 0.5, 0.5 );
  19194. // increase index
  19195. index ++;
  19196. }
  19197. // save the index of the last center vertex
  19198. centerIndexEnd = index;
  19199. // now we generate the surrounding vertices, normals and uvs
  19200. for ( x = 0; x <= radialSegments; x ++ ) {
  19201. var u = x / radialSegments;
  19202. var theta = u * thetaLength + thetaStart;
  19203. var cosTheta = Math.cos( theta );
  19204. var sinTheta = Math.sin( theta );
  19205. // vertex
  19206. vertex.x = radius * sinTheta;
  19207. vertex.y = halfHeight * sign;
  19208. vertex.z = radius * cosTheta;
  19209. vertices.push( vertex.x, vertex.y, vertex.z );
  19210. // normal
  19211. normals.push( 0, sign, 0 );
  19212. // uv
  19213. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19214. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19215. uvs.push( uv.x, uv.y );
  19216. // increase index
  19217. index ++;
  19218. }
  19219. // generate indices
  19220. for ( x = 0; x < radialSegments; x ++ ) {
  19221. var c = centerIndexStart + x;
  19222. var i = centerIndexEnd + x;
  19223. if ( top === true ) {
  19224. // face top
  19225. indices.push( i, i + 1, c );
  19226. } else {
  19227. // face bottom
  19228. indices.push( i + 1, i, c );
  19229. }
  19230. groupCount += 3;
  19231. }
  19232. // add a group to the geometry. this will ensure multi material support
  19233. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19234. // calculate new start value for groups
  19235. groupStart += groupCount;
  19236. }
  19237. }
  19238. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19239. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19240. /**
  19241. * @author abelnation / http://github.com/abelnation
  19242. */
  19243. // ConeGeometry
  19244. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19245. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19246. this.type = 'ConeGeometry';
  19247. this.parameters = {
  19248. radius: radius,
  19249. height: height,
  19250. radialSegments: radialSegments,
  19251. heightSegments: heightSegments,
  19252. openEnded: openEnded,
  19253. thetaStart: thetaStart,
  19254. thetaLength: thetaLength
  19255. };
  19256. }
  19257. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19258. ConeGeometry.prototype.constructor = ConeGeometry;
  19259. // ConeBufferGeometry
  19260. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19261. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19262. this.type = 'ConeBufferGeometry';
  19263. this.parameters = {
  19264. radius: radius,
  19265. height: height,
  19266. radialSegments: radialSegments,
  19267. heightSegments: heightSegments,
  19268. openEnded: openEnded,
  19269. thetaStart: thetaStart,
  19270. thetaLength: thetaLength
  19271. };
  19272. }
  19273. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19274. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19275. /**
  19276. * @author benaadams / https://twitter.com/ben_a_adams
  19277. * @author Mugen87 / https://github.com/Mugen87
  19278. * @author hughes
  19279. */
  19280. // CircleGeometry
  19281. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19282. Geometry.call( this );
  19283. this.type = 'CircleGeometry';
  19284. this.parameters = {
  19285. radius: radius,
  19286. segments: segments,
  19287. thetaStart: thetaStart,
  19288. thetaLength: thetaLength
  19289. };
  19290. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19291. this.mergeVertices();
  19292. }
  19293. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19294. CircleGeometry.prototype.constructor = CircleGeometry;
  19295. // CircleBufferGeometry
  19296. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19297. BufferGeometry.call( this );
  19298. this.type = 'CircleBufferGeometry';
  19299. this.parameters = {
  19300. radius: radius,
  19301. segments: segments,
  19302. thetaStart: thetaStart,
  19303. thetaLength: thetaLength
  19304. };
  19305. radius = radius || 1;
  19306. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19307. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19308. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19309. // buffers
  19310. var indices = [];
  19311. var vertices = [];
  19312. var normals = [];
  19313. var uvs = [];
  19314. // helper variables
  19315. var i, s;
  19316. var vertex = new Vector3();
  19317. var uv = new Vector2();
  19318. // center point
  19319. vertices.push( 0, 0, 0 );
  19320. normals.push( 0, 0, 1 );
  19321. uvs.push( 0.5, 0.5 );
  19322. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19323. var segment = thetaStart + s / segments * thetaLength;
  19324. // vertex
  19325. vertex.x = radius * Math.cos( segment );
  19326. vertex.y = radius * Math.sin( segment );
  19327. vertices.push( vertex.x, vertex.y, vertex.z );
  19328. // normal
  19329. normals.push( 0, 0, 1 );
  19330. // uvs
  19331. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19332. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19333. uvs.push( uv.x, uv.y );
  19334. }
  19335. // indices
  19336. for ( i = 1; i <= segments; i ++ ) {
  19337. indices.push( i, i + 1, 0 );
  19338. }
  19339. // build geometry
  19340. this.setIndex( indices );
  19341. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19342. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19343. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19344. }
  19345. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19346. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19347. var Geometries = /*#__PURE__*/Object.freeze({
  19348. __proto__: null,
  19349. WireframeGeometry: WireframeGeometry,
  19350. ParametricGeometry: ParametricGeometry,
  19351. ParametricBufferGeometry: ParametricBufferGeometry,
  19352. TetrahedronGeometry: TetrahedronGeometry,
  19353. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19354. OctahedronGeometry: OctahedronGeometry,
  19355. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19356. IcosahedronGeometry: IcosahedronGeometry,
  19357. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19358. DodecahedronGeometry: DodecahedronGeometry,
  19359. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19360. PolyhedronGeometry: PolyhedronGeometry,
  19361. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19362. TubeGeometry: TubeGeometry,
  19363. TubeBufferGeometry: TubeBufferGeometry,
  19364. TorusKnotGeometry: TorusKnotGeometry,
  19365. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19366. TorusGeometry: TorusGeometry,
  19367. TorusBufferGeometry: TorusBufferGeometry,
  19368. TextGeometry: TextGeometry,
  19369. TextBufferGeometry: TextBufferGeometry,
  19370. SphereGeometry: SphereGeometry,
  19371. SphereBufferGeometry: SphereBufferGeometry,
  19372. RingGeometry: RingGeometry,
  19373. RingBufferGeometry: RingBufferGeometry,
  19374. PlaneGeometry: PlaneGeometry,
  19375. PlaneBufferGeometry: PlaneBufferGeometry,
  19376. LatheGeometry: LatheGeometry,
  19377. LatheBufferGeometry: LatheBufferGeometry,
  19378. ShapeGeometry: ShapeGeometry,
  19379. ShapeBufferGeometry: ShapeBufferGeometry,
  19380. ExtrudeGeometry: ExtrudeGeometry,
  19381. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19382. EdgesGeometry: EdgesGeometry,
  19383. ConeGeometry: ConeGeometry,
  19384. ConeBufferGeometry: ConeBufferGeometry,
  19385. CylinderGeometry: CylinderGeometry,
  19386. CylinderBufferGeometry: CylinderBufferGeometry,
  19387. CircleGeometry: CircleGeometry,
  19388. CircleBufferGeometry: CircleBufferGeometry,
  19389. BoxGeometry: BoxGeometry,
  19390. BoxBufferGeometry: BoxBufferGeometry
  19391. });
  19392. /**
  19393. * @author mrdoob / http://mrdoob.com/
  19394. *
  19395. * parameters = {
  19396. * color: <THREE.Color>
  19397. * }
  19398. */
  19399. function ShadowMaterial( parameters ) {
  19400. Material.call( this );
  19401. this.type = 'ShadowMaterial';
  19402. this.color = new Color( 0x000000 );
  19403. this.transparent = true;
  19404. this.setValues( parameters );
  19405. }
  19406. ShadowMaterial.prototype = Object.create( Material.prototype );
  19407. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19408. ShadowMaterial.prototype.isShadowMaterial = true;
  19409. ShadowMaterial.prototype.copy = function ( source ) {
  19410. Material.prototype.copy.call( this, source );
  19411. this.color.copy( source.color );
  19412. return this;
  19413. };
  19414. /**
  19415. * @author mrdoob / http://mrdoob.com/
  19416. */
  19417. function RawShaderMaterial( parameters ) {
  19418. ShaderMaterial.call( this, parameters );
  19419. this.type = 'RawShaderMaterial';
  19420. }
  19421. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19422. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19423. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19424. /**
  19425. * @author WestLangley / http://github.com/WestLangley
  19426. *
  19427. * parameters = {
  19428. * color: <hex>,
  19429. * roughness: <float>,
  19430. * metalness: <float>,
  19431. * opacity: <float>,
  19432. *
  19433. * map: new THREE.Texture( <Image> ),
  19434. *
  19435. * lightMap: new THREE.Texture( <Image> ),
  19436. * lightMapIntensity: <float>
  19437. *
  19438. * aoMap: new THREE.Texture( <Image> ),
  19439. * aoMapIntensity: <float>
  19440. *
  19441. * emissive: <hex>,
  19442. * emissiveIntensity: <float>
  19443. * emissiveMap: new THREE.Texture( <Image> ),
  19444. *
  19445. * bumpMap: new THREE.Texture( <Image> ),
  19446. * bumpScale: <float>,
  19447. *
  19448. * normalMap: new THREE.Texture( <Image> ),
  19449. * normalMapType: THREE.TangentSpaceNormalMap,
  19450. * normalScale: <Vector2>,
  19451. *
  19452. * displacementMap: new THREE.Texture( <Image> ),
  19453. * displacementScale: <float>,
  19454. * displacementBias: <float>,
  19455. *
  19456. * roughnessMap: new THREE.Texture( <Image> ),
  19457. *
  19458. * metalnessMap: new THREE.Texture( <Image> ),
  19459. *
  19460. * alphaMap: new THREE.Texture( <Image> ),
  19461. *
  19462. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19463. * envMapIntensity: <float>
  19464. *
  19465. * refractionRatio: <float>,
  19466. *
  19467. * wireframe: <boolean>,
  19468. * wireframeLinewidth: <float>,
  19469. *
  19470. * skinning: <bool>,
  19471. * morphTargets: <bool>,
  19472. * morphNormals: <bool>
  19473. * }
  19474. */
  19475. function MeshStandardMaterial( parameters ) {
  19476. Material.call( this );
  19477. this.defines = { 'STANDARD': '' };
  19478. this.type = 'MeshStandardMaterial';
  19479. this.color = new Color( 0xffffff ); // diffuse
  19480. this.roughness = 1.0;
  19481. this.metalness = 0.0;
  19482. this.map = null;
  19483. this.lightMap = null;
  19484. this.lightMapIntensity = 1.0;
  19485. this.aoMap = null;
  19486. this.aoMapIntensity = 1.0;
  19487. this.emissive = new Color( 0x000000 );
  19488. this.emissiveIntensity = 1.0;
  19489. this.emissiveMap = null;
  19490. this.bumpMap = null;
  19491. this.bumpScale = 1;
  19492. this.normalMap = null;
  19493. this.normalMapType = TangentSpaceNormalMap;
  19494. this.normalScale = new Vector2( 1, 1 );
  19495. this.displacementMap = null;
  19496. this.displacementScale = 1;
  19497. this.displacementBias = 0;
  19498. this.roughnessMap = null;
  19499. this.metalnessMap = null;
  19500. this.alphaMap = null;
  19501. this.envMap = null;
  19502. this.envMapIntensity = 1.0;
  19503. this.refractionRatio = 0.98;
  19504. this.wireframe = false;
  19505. this.wireframeLinewidth = 1;
  19506. this.wireframeLinecap = 'round';
  19507. this.wireframeLinejoin = 'round';
  19508. this.skinning = false;
  19509. this.morphTargets = false;
  19510. this.morphNormals = false;
  19511. this.setValues( parameters );
  19512. }
  19513. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19514. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19515. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19516. MeshStandardMaterial.prototype.copy = function ( source ) {
  19517. Material.prototype.copy.call( this, source );
  19518. this.defines = { 'STANDARD': '' };
  19519. this.color.copy( source.color );
  19520. this.roughness = source.roughness;
  19521. this.metalness = source.metalness;
  19522. this.map = source.map;
  19523. this.lightMap = source.lightMap;
  19524. this.lightMapIntensity = source.lightMapIntensity;
  19525. this.aoMap = source.aoMap;
  19526. this.aoMapIntensity = source.aoMapIntensity;
  19527. this.emissive.copy( source.emissive );
  19528. this.emissiveMap = source.emissiveMap;
  19529. this.emissiveIntensity = source.emissiveIntensity;
  19530. this.bumpMap = source.bumpMap;
  19531. this.bumpScale = source.bumpScale;
  19532. this.normalMap = source.normalMap;
  19533. this.normalMapType = source.normalMapType;
  19534. this.normalScale.copy( source.normalScale );
  19535. this.displacementMap = source.displacementMap;
  19536. this.displacementScale = source.displacementScale;
  19537. this.displacementBias = source.displacementBias;
  19538. this.roughnessMap = source.roughnessMap;
  19539. this.metalnessMap = source.metalnessMap;
  19540. this.alphaMap = source.alphaMap;
  19541. this.envMap = source.envMap;
  19542. this.envMapIntensity = source.envMapIntensity;
  19543. this.refractionRatio = source.refractionRatio;
  19544. this.wireframe = source.wireframe;
  19545. this.wireframeLinewidth = source.wireframeLinewidth;
  19546. this.wireframeLinecap = source.wireframeLinecap;
  19547. this.wireframeLinejoin = source.wireframeLinejoin;
  19548. this.skinning = source.skinning;
  19549. this.morphTargets = source.morphTargets;
  19550. this.morphNormals = source.morphNormals;
  19551. return this;
  19552. };
  19553. /**
  19554. * @author WestLangley / http://github.com/WestLangley
  19555. *
  19556. * parameters = {
  19557. * reflectivity: <float>
  19558. * clearcoat: <float>
  19559. * clearcoatRoughness: <float>
  19560. *
  19561. * sheen: <Color>
  19562. *
  19563. * clearcoatNormalScale: <Vector2>,
  19564. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19565. * }
  19566. */
  19567. function MeshPhysicalMaterial( parameters ) {
  19568. MeshStandardMaterial.call( this );
  19569. this.defines = {
  19570. 'STANDARD': '',
  19571. 'PHYSICAL': ''
  19572. };
  19573. this.type = 'MeshPhysicalMaterial';
  19574. this.reflectivity = 0.5; // maps to F0 = 0.04
  19575. this.clearcoat = 0.0;
  19576. this.clearcoatRoughness = 0.0;
  19577. this.sheen = null; // null will disable sheen bsdf
  19578. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19579. this.clearcoatNormalMap = null;
  19580. this.transparency = 0.0;
  19581. this.setValues( parameters );
  19582. }
  19583. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19584. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19585. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19586. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19587. MeshStandardMaterial.prototype.copy.call( this, source );
  19588. this.defines = {
  19589. 'STANDARD': '',
  19590. 'PHYSICAL': ''
  19591. };
  19592. this.reflectivity = source.reflectivity;
  19593. this.clearcoat = source.clearcoat;
  19594. this.clearcoatRoughness = source.clearcoatRoughness;
  19595. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19596. else { this.sheen = null; }
  19597. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19598. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19599. this.transparency = source.transparency;
  19600. return this;
  19601. };
  19602. /**
  19603. * @author mrdoob / http://mrdoob.com/
  19604. * @author alteredq / http://alteredqualia.com/
  19605. *
  19606. * parameters = {
  19607. * color: <hex>,
  19608. * specular: <hex>,
  19609. * shininess: <float>,
  19610. * opacity: <float>,
  19611. *
  19612. * map: new THREE.Texture( <Image> ),
  19613. *
  19614. * lightMap: new THREE.Texture( <Image> ),
  19615. * lightMapIntensity: <float>
  19616. *
  19617. * aoMap: new THREE.Texture( <Image> ),
  19618. * aoMapIntensity: <float>
  19619. *
  19620. * emissive: <hex>,
  19621. * emissiveIntensity: <float>
  19622. * emissiveMap: new THREE.Texture( <Image> ),
  19623. *
  19624. * bumpMap: new THREE.Texture( <Image> ),
  19625. * bumpScale: <float>,
  19626. *
  19627. * normalMap: new THREE.Texture( <Image> ),
  19628. * normalMapType: THREE.TangentSpaceNormalMap,
  19629. * normalScale: <Vector2>,
  19630. *
  19631. * displacementMap: new THREE.Texture( <Image> ),
  19632. * displacementScale: <float>,
  19633. * displacementBias: <float>,
  19634. *
  19635. * specularMap: new THREE.Texture( <Image> ),
  19636. *
  19637. * alphaMap: new THREE.Texture( <Image> ),
  19638. *
  19639. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19640. * combine: THREE.MultiplyOperation,
  19641. * reflectivity: <float>,
  19642. * refractionRatio: <float>,
  19643. *
  19644. * wireframe: <boolean>,
  19645. * wireframeLinewidth: <float>,
  19646. *
  19647. * skinning: <bool>,
  19648. * morphTargets: <bool>,
  19649. * morphNormals: <bool>
  19650. * }
  19651. */
  19652. function MeshPhongMaterial( parameters ) {
  19653. Material.call( this );
  19654. this.type = 'MeshPhongMaterial';
  19655. this.color = new Color( 0xffffff ); // diffuse
  19656. this.specular = new Color( 0x111111 );
  19657. this.shininess = 30;
  19658. this.map = null;
  19659. this.lightMap = null;
  19660. this.lightMapIntensity = 1.0;
  19661. this.aoMap = null;
  19662. this.aoMapIntensity = 1.0;
  19663. this.emissive = new Color( 0x000000 );
  19664. this.emissiveIntensity = 1.0;
  19665. this.emissiveMap = null;
  19666. this.bumpMap = null;
  19667. this.bumpScale = 1;
  19668. this.normalMap = null;
  19669. this.normalMapType = TangentSpaceNormalMap;
  19670. this.normalScale = new Vector2( 1, 1 );
  19671. this.displacementMap = null;
  19672. this.displacementScale = 1;
  19673. this.displacementBias = 0;
  19674. this.specularMap = null;
  19675. this.alphaMap = null;
  19676. this.envMap = null;
  19677. this.combine = MultiplyOperation;
  19678. this.reflectivity = 1;
  19679. this.refractionRatio = 0.98;
  19680. this.wireframe = false;
  19681. this.wireframeLinewidth = 1;
  19682. this.wireframeLinecap = 'round';
  19683. this.wireframeLinejoin = 'round';
  19684. this.skinning = false;
  19685. this.morphTargets = false;
  19686. this.morphNormals = false;
  19687. this.setValues( parameters );
  19688. }
  19689. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19690. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19691. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19692. MeshPhongMaterial.prototype.copy = function ( source ) {
  19693. Material.prototype.copy.call( this, source );
  19694. this.color.copy( source.color );
  19695. this.specular.copy( source.specular );
  19696. this.shininess = source.shininess;
  19697. this.map = source.map;
  19698. this.lightMap = source.lightMap;
  19699. this.lightMapIntensity = source.lightMapIntensity;
  19700. this.aoMap = source.aoMap;
  19701. this.aoMapIntensity = source.aoMapIntensity;
  19702. this.emissive.copy( source.emissive );
  19703. this.emissiveMap = source.emissiveMap;
  19704. this.emissiveIntensity = source.emissiveIntensity;
  19705. this.bumpMap = source.bumpMap;
  19706. this.bumpScale = source.bumpScale;
  19707. this.normalMap = source.normalMap;
  19708. this.normalMapType = source.normalMapType;
  19709. this.normalScale.copy( source.normalScale );
  19710. this.displacementMap = source.displacementMap;
  19711. this.displacementScale = source.displacementScale;
  19712. this.displacementBias = source.displacementBias;
  19713. this.specularMap = source.specularMap;
  19714. this.alphaMap = source.alphaMap;
  19715. this.envMap = source.envMap;
  19716. this.combine = source.combine;
  19717. this.reflectivity = source.reflectivity;
  19718. this.refractionRatio = source.refractionRatio;
  19719. this.wireframe = source.wireframe;
  19720. this.wireframeLinewidth = source.wireframeLinewidth;
  19721. this.wireframeLinecap = source.wireframeLinecap;
  19722. this.wireframeLinejoin = source.wireframeLinejoin;
  19723. this.skinning = source.skinning;
  19724. this.morphTargets = source.morphTargets;
  19725. this.morphNormals = source.morphNormals;
  19726. return this;
  19727. };
  19728. /**
  19729. * @author takahirox / http://github.com/takahirox
  19730. *
  19731. * parameters = {
  19732. * color: <hex>,
  19733. * specular: <hex>,
  19734. * shininess: <float>,
  19735. *
  19736. * map: new THREE.Texture( <Image> ),
  19737. * gradientMap: new THREE.Texture( <Image> ),
  19738. *
  19739. * lightMap: new THREE.Texture( <Image> ),
  19740. * lightMapIntensity: <float>
  19741. *
  19742. * aoMap: new THREE.Texture( <Image> ),
  19743. * aoMapIntensity: <float>
  19744. *
  19745. * emissive: <hex>,
  19746. * emissiveIntensity: <float>
  19747. * emissiveMap: new THREE.Texture( <Image> ),
  19748. *
  19749. * bumpMap: new THREE.Texture( <Image> ),
  19750. * bumpScale: <float>,
  19751. *
  19752. * normalMap: new THREE.Texture( <Image> ),
  19753. * normalMapType: THREE.TangentSpaceNormalMap,
  19754. * normalScale: <Vector2>,
  19755. *
  19756. * displacementMap: new THREE.Texture( <Image> ),
  19757. * displacementScale: <float>,
  19758. * displacementBias: <float>,
  19759. *
  19760. * specularMap: new THREE.Texture( <Image> ),
  19761. *
  19762. * alphaMap: new THREE.Texture( <Image> ),
  19763. *
  19764. * wireframe: <boolean>,
  19765. * wireframeLinewidth: <float>,
  19766. *
  19767. * skinning: <bool>,
  19768. * morphTargets: <bool>,
  19769. * morphNormals: <bool>
  19770. * }
  19771. */
  19772. function MeshToonMaterial( parameters ) {
  19773. Material.call( this );
  19774. this.defines = { 'TOON': '' };
  19775. this.type = 'MeshToonMaterial';
  19776. this.color = new Color( 0xffffff );
  19777. this.specular = new Color( 0x111111 );
  19778. this.shininess = 30;
  19779. this.map = null;
  19780. this.gradientMap = null;
  19781. this.lightMap = null;
  19782. this.lightMapIntensity = 1.0;
  19783. this.aoMap = null;
  19784. this.aoMapIntensity = 1.0;
  19785. this.emissive = new Color( 0x000000 );
  19786. this.emissiveIntensity = 1.0;
  19787. this.emissiveMap = null;
  19788. this.bumpMap = null;
  19789. this.bumpScale = 1;
  19790. this.normalMap = null;
  19791. this.normalMapType = TangentSpaceNormalMap;
  19792. this.normalScale = new Vector2( 1, 1 );
  19793. this.displacementMap = null;
  19794. this.displacementScale = 1;
  19795. this.displacementBias = 0;
  19796. this.specularMap = null;
  19797. this.alphaMap = null;
  19798. this.wireframe = false;
  19799. this.wireframeLinewidth = 1;
  19800. this.wireframeLinecap = 'round';
  19801. this.wireframeLinejoin = 'round';
  19802. this.skinning = false;
  19803. this.morphTargets = false;
  19804. this.morphNormals = false;
  19805. this.setValues( parameters );
  19806. }
  19807. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19808. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19809. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19810. MeshToonMaterial.prototype.copy = function ( source ) {
  19811. Material.prototype.copy.call( this, source );
  19812. this.color.copy( source.color );
  19813. this.specular.copy( source.specular );
  19814. this.shininess = source.shininess;
  19815. this.map = source.map;
  19816. this.gradientMap = source.gradientMap;
  19817. this.lightMap = source.lightMap;
  19818. this.lightMapIntensity = source.lightMapIntensity;
  19819. this.aoMap = source.aoMap;
  19820. this.aoMapIntensity = source.aoMapIntensity;
  19821. this.emissive.copy( source.emissive );
  19822. this.emissiveMap = source.emissiveMap;
  19823. this.emissiveIntensity = source.emissiveIntensity;
  19824. this.bumpMap = source.bumpMap;
  19825. this.bumpScale = source.bumpScale;
  19826. this.normalMap = source.normalMap;
  19827. this.normalMapType = source.normalMapType;
  19828. this.normalScale.copy( source.normalScale );
  19829. this.displacementMap = source.displacementMap;
  19830. this.displacementScale = source.displacementScale;
  19831. this.displacementBias = source.displacementBias;
  19832. this.specularMap = source.specularMap;
  19833. this.alphaMap = source.alphaMap;
  19834. this.wireframe = source.wireframe;
  19835. this.wireframeLinewidth = source.wireframeLinewidth;
  19836. this.wireframeLinecap = source.wireframeLinecap;
  19837. this.wireframeLinejoin = source.wireframeLinejoin;
  19838. this.skinning = source.skinning;
  19839. this.morphTargets = source.morphTargets;
  19840. this.morphNormals = source.morphNormals;
  19841. return this;
  19842. };
  19843. /**
  19844. * @author mrdoob / http://mrdoob.com/
  19845. * @author WestLangley / http://github.com/WestLangley
  19846. *
  19847. * parameters = {
  19848. * opacity: <float>,
  19849. *
  19850. * bumpMap: new THREE.Texture( <Image> ),
  19851. * bumpScale: <float>,
  19852. *
  19853. * normalMap: new THREE.Texture( <Image> ),
  19854. * normalMapType: THREE.TangentSpaceNormalMap,
  19855. * normalScale: <Vector2>,
  19856. *
  19857. * displacementMap: new THREE.Texture( <Image> ),
  19858. * displacementScale: <float>,
  19859. * displacementBias: <float>,
  19860. *
  19861. * wireframe: <boolean>,
  19862. * wireframeLinewidth: <float>
  19863. *
  19864. * skinning: <bool>,
  19865. * morphTargets: <bool>,
  19866. * morphNormals: <bool>
  19867. * }
  19868. */
  19869. function MeshNormalMaterial( parameters ) {
  19870. Material.call( this );
  19871. this.type = 'MeshNormalMaterial';
  19872. this.bumpMap = null;
  19873. this.bumpScale = 1;
  19874. this.normalMap = null;
  19875. this.normalMapType = TangentSpaceNormalMap;
  19876. this.normalScale = new Vector2( 1, 1 );
  19877. this.displacementMap = null;
  19878. this.displacementScale = 1;
  19879. this.displacementBias = 0;
  19880. this.wireframe = false;
  19881. this.wireframeLinewidth = 1;
  19882. this.fog = false;
  19883. this.skinning = false;
  19884. this.morphTargets = false;
  19885. this.morphNormals = false;
  19886. this.setValues( parameters );
  19887. }
  19888. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19889. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19890. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19891. MeshNormalMaterial.prototype.copy = function ( source ) {
  19892. Material.prototype.copy.call( this, source );
  19893. this.bumpMap = source.bumpMap;
  19894. this.bumpScale = source.bumpScale;
  19895. this.normalMap = source.normalMap;
  19896. this.normalMapType = source.normalMapType;
  19897. this.normalScale.copy( source.normalScale );
  19898. this.displacementMap = source.displacementMap;
  19899. this.displacementScale = source.displacementScale;
  19900. this.displacementBias = source.displacementBias;
  19901. this.wireframe = source.wireframe;
  19902. this.wireframeLinewidth = source.wireframeLinewidth;
  19903. this.skinning = source.skinning;
  19904. this.morphTargets = source.morphTargets;
  19905. this.morphNormals = source.morphNormals;
  19906. return this;
  19907. };
  19908. /**
  19909. * @author mrdoob / http://mrdoob.com/
  19910. * @author alteredq / http://alteredqualia.com/
  19911. *
  19912. * parameters = {
  19913. * color: <hex>,
  19914. * opacity: <float>,
  19915. *
  19916. * map: new THREE.Texture( <Image> ),
  19917. *
  19918. * lightMap: new THREE.Texture( <Image> ),
  19919. * lightMapIntensity: <float>
  19920. *
  19921. * aoMap: new THREE.Texture( <Image> ),
  19922. * aoMapIntensity: <float>
  19923. *
  19924. * emissive: <hex>,
  19925. * emissiveIntensity: <float>
  19926. * emissiveMap: new THREE.Texture( <Image> ),
  19927. *
  19928. * specularMap: new THREE.Texture( <Image> ),
  19929. *
  19930. * alphaMap: new THREE.Texture( <Image> ),
  19931. *
  19932. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19933. * combine: THREE.Multiply,
  19934. * reflectivity: <float>,
  19935. * refractionRatio: <float>,
  19936. *
  19937. * wireframe: <boolean>,
  19938. * wireframeLinewidth: <float>,
  19939. *
  19940. * skinning: <bool>,
  19941. * morphTargets: <bool>,
  19942. * morphNormals: <bool>
  19943. * }
  19944. */
  19945. function MeshLambertMaterial( parameters ) {
  19946. Material.call( this );
  19947. this.type = 'MeshLambertMaterial';
  19948. this.color = new Color( 0xffffff ); // diffuse
  19949. this.map = 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.specularMap = null;
  19958. this.alphaMap = null;
  19959. this.envMap = null;
  19960. this.combine = MultiplyOperation;
  19961. this.reflectivity = 1;
  19962. this.refractionRatio = 0.98;
  19963. this.wireframe = false;
  19964. this.wireframeLinewidth = 1;
  19965. this.wireframeLinecap = 'round';
  19966. this.wireframeLinejoin = 'round';
  19967. this.skinning = false;
  19968. this.morphTargets = false;
  19969. this.morphNormals = false;
  19970. this.setValues( parameters );
  19971. }
  19972. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19973. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19974. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19975. MeshLambertMaterial.prototype.copy = function ( source ) {
  19976. Material.prototype.copy.call( this, source );
  19977. this.color.copy( source.color );
  19978. this.map = source.map;
  19979. this.lightMap = source.lightMap;
  19980. this.lightMapIntensity = source.lightMapIntensity;
  19981. this.aoMap = source.aoMap;
  19982. this.aoMapIntensity = source.aoMapIntensity;
  19983. this.emissive.copy( source.emissive );
  19984. this.emissiveMap = source.emissiveMap;
  19985. this.emissiveIntensity = source.emissiveIntensity;
  19986. this.specularMap = source.specularMap;
  19987. this.alphaMap = source.alphaMap;
  19988. this.envMap = source.envMap;
  19989. this.combine = source.combine;
  19990. this.reflectivity = source.reflectivity;
  19991. this.refractionRatio = source.refractionRatio;
  19992. this.wireframe = source.wireframe;
  19993. this.wireframeLinewidth = source.wireframeLinewidth;
  19994. this.wireframeLinecap = source.wireframeLinecap;
  19995. this.wireframeLinejoin = source.wireframeLinejoin;
  19996. this.skinning = source.skinning;
  19997. this.morphTargets = source.morphTargets;
  19998. this.morphNormals = source.morphNormals;
  19999. return this;
  20000. };
  20001. /**
  20002. * @author WestLangley / http://github.com/WestLangley
  20003. *
  20004. * parameters = {
  20005. * color: <hex>,
  20006. * opacity: <float>,
  20007. *
  20008. * matcap: new THREE.Texture( <Image> ),
  20009. *
  20010. * map: new THREE.Texture( <Image> ),
  20011. *
  20012. * bumpMap: new THREE.Texture( <Image> ),
  20013. * bumpScale: <float>,
  20014. *
  20015. * normalMap: new THREE.Texture( <Image> ),
  20016. * normalMapType: THREE.TangentSpaceNormalMap,
  20017. * normalScale: <Vector2>,
  20018. *
  20019. * displacementMap: new THREE.Texture( <Image> ),
  20020. * displacementScale: <float>,
  20021. * displacementBias: <float>,
  20022. *
  20023. * alphaMap: new THREE.Texture( <Image> ),
  20024. *
  20025. * skinning: <bool>,
  20026. * morphTargets: <bool>,
  20027. * morphNormals: <bool>
  20028. * }
  20029. */
  20030. function MeshMatcapMaterial( parameters ) {
  20031. Material.call( this );
  20032. this.defines = { 'MATCAP': '' };
  20033. this.type = 'MeshMatcapMaterial';
  20034. this.color = new Color( 0xffffff ); // diffuse
  20035. this.matcap = null;
  20036. this.map = null;
  20037. this.bumpMap = null;
  20038. this.bumpScale = 1;
  20039. this.normalMap = null;
  20040. this.normalMapType = TangentSpaceNormalMap;
  20041. this.normalScale = new Vector2( 1, 1 );
  20042. this.displacementMap = null;
  20043. this.displacementScale = 1;
  20044. this.displacementBias = 0;
  20045. this.alphaMap = null;
  20046. this.skinning = false;
  20047. this.morphTargets = false;
  20048. this.morphNormals = false;
  20049. this.setValues( parameters );
  20050. }
  20051. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20052. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20053. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20054. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20055. Material.prototype.copy.call( this, source );
  20056. this.defines = { 'MATCAP': '' };
  20057. this.color.copy( source.color );
  20058. this.matcap = source.matcap;
  20059. this.map = source.map;
  20060. this.bumpMap = source.bumpMap;
  20061. this.bumpScale = source.bumpScale;
  20062. this.normalMap = source.normalMap;
  20063. this.normalMapType = source.normalMapType;
  20064. this.normalScale.copy( source.normalScale );
  20065. this.displacementMap = source.displacementMap;
  20066. this.displacementScale = source.displacementScale;
  20067. this.displacementBias = source.displacementBias;
  20068. this.alphaMap = source.alphaMap;
  20069. this.skinning = source.skinning;
  20070. this.morphTargets = source.morphTargets;
  20071. this.morphNormals = source.morphNormals;
  20072. return this;
  20073. };
  20074. /**
  20075. * @author alteredq / http://alteredqualia.com/
  20076. *
  20077. * parameters = {
  20078. * color: <hex>,
  20079. * opacity: <float>,
  20080. *
  20081. * linewidth: <float>,
  20082. *
  20083. * scale: <float>,
  20084. * dashSize: <float>,
  20085. * gapSize: <float>
  20086. * }
  20087. */
  20088. function LineDashedMaterial( parameters ) {
  20089. LineBasicMaterial.call( this );
  20090. this.type = 'LineDashedMaterial';
  20091. this.scale = 1;
  20092. this.dashSize = 3;
  20093. this.gapSize = 1;
  20094. this.setValues( parameters );
  20095. }
  20096. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20097. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20098. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20099. LineDashedMaterial.prototype.copy = function ( source ) {
  20100. LineBasicMaterial.prototype.copy.call( this, source );
  20101. this.scale = source.scale;
  20102. this.dashSize = source.dashSize;
  20103. this.gapSize = source.gapSize;
  20104. return this;
  20105. };
  20106. var Materials = /*#__PURE__*/Object.freeze({
  20107. __proto__: null,
  20108. ShadowMaterial: ShadowMaterial,
  20109. SpriteMaterial: SpriteMaterial,
  20110. RawShaderMaterial: RawShaderMaterial,
  20111. ShaderMaterial: ShaderMaterial,
  20112. PointsMaterial: PointsMaterial,
  20113. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20114. MeshStandardMaterial: MeshStandardMaterial,
  20115. MeshPhongMaterial: MeshPhongMaterial,
  20116. MeshToonMaterial: MeshToonMaterial,
  20117. MeshNormalMaterial: MeshNormalMaterial,
  20118. MeshLambertMaterial: MeshLambertMaterial,
  20119. MeshDepthMaterial: MeshDepthMaterial,
  20120. MeshDistanceMaterial: MeshDistanceMaterial,
  20121. MeshBasicMaterial: MeshBasicMaterial,
  20122. MeshMatcapMaterial: MeshMatcapMaterial,
  20123. LineDashedMaterial: LineDashedMaterial,
  20124. LineBasicMaterial: LineBasicMaterial,
  20125. Material: Material
  20126. });
  20127. /**
  20128. * @author tschw
  20129. * @author Ben Houston / http://clara.io/
  20130. * @author David Sarno / http://lighthaus.us/
  20131. */
  20132. var AnimationUtils = {
  20133. // same as Array.prototype.slice, but also works on typed arrays
  20134. arraySlice: function ( array, from, to ) {
  20135. if ( AnimationUtils.isTypedArray( array ) ) {
  20136. // in ios9 array.subarray(from, undefined) will return empty array
  20137. // but array.subarray(from) or array.subarray(from, len) is correct
  20138. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20139. }
  20140. return array.slice( from, to );
  20141. },
  20142. // converts an array to a specific type
  20143. convertArray: function ( array, type, forceClone ) {
  20144. if ( ! array || // let 'undefined' and 'null' pass
  20145. ! forceClone && array.constructor === type ) { return array; }
  20146. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20147. return new type( array ); // create typed array
  20148. }
  20149. return Array.prototype.slice.call( array ); // create Array
  20150. },
  20151. isTypedArray: function ( object ) {
  20152. return ArrayBuffer.isView( object ) &&
  20153. ! ( object instanceof DataView );
  20154. },
  20155. // returns an array by which times and values can be sorted
  20156. getKeyframeOrder: function ( times ) {
  20157. function compareTime( i, j ) {
  20158. return times[ i ] - times[ j ];
  20159. }
  20160. var n = times.length;
  20161. var result = new Array( n );
  20162. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20163. result.sort( compareTime );
  20164. return result;
  20165. },
  20166. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20167. sortedArray: function ( values, stride, order ) {
  20168. var nValues = values.length;
  20169. var result = new values.constructor( nValues );
  20170. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20171. var srcOffset = order[ i ] * stride;
  20172. for ( var j = 0; j !== stride; ++ j ) {
  20173. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20174. }
  20175. }
  20176. return result;
  20177. },
  20178. // function for parsing AOS keyframe formats
  20179. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20180. var i = 1, key = jsonKeys[ 0 ];
  20181. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20182. key = jsonKeys[ i ++ ];
  20183. }
  20184. if ( key === undefined ) { return; } // no data
  20185. var value = key[ valuePropertyName ];
  20186. if ( value === undefined ) { return; } // no data
  20187. if ( Array.isArray( value ) ) {
  20188. do {
  20189. value = key[ valuePropertyName ];
  20190. if ( value !== undefined ) {
  20191. times.push( key.time );
  20192. values.push.apply( values, value ); // push all elements
  20193. }
  20194. key = jsonKeys[ i ++ ];
  20195. } while ( key !== undefined );
  20196. } else if ( value.toArray !== undefined ) {
  20197. // ...assume THREE.Math-ish
  20198. do {
  20199. value = key[ valuePropertyName ];
  20200. if ( value !== undefined ) {
  20201. times.push( key.time );
  20202. value.toArray( values, values.length );
  20203. }
  20204. key = jsonKeys[ i ++ ];
  20205. } while ( key !== undefined );
  20206. } else {
  20207. // otherwise push as-is
  20208. do {
  20209. value = key[ valuePropertyName ];
  20210. if ( value !== undefined ) {
  20211. times.push( key.time );
  20212. values.push( value );
  20213. }
  20214. key = jsonKeys[ i ++ ];
  20215. } while ( key !== undefined );
  20216. }
  20217. },
  20218. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20219. fps = fps || 30;
  20220. var clip = sourceClip.clone();
  20221. clip.name = name;
  20222. var tracks = [];
  20223. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20224. var track = clip.tracks[ i ];
  20225. var valueSize = track.getValueSize();
  20226. var times = [];
  20227. var values = [];
  20228. for ( var j = 0; j < track.times.length; ++ j ) {
  20229. var frame = track.times[ j ] * fps;
  20230. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20231. times.push( track.times[ j ] );
  20232. for ( var k = 0; k < valueSize; ++ k ) {
  20233. values.push( track.values[ j * valueSize + k ] );
  20234. }
  20235. }
  20236. if ( times.length === 0 ) { continue; }
  20237. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20238. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20239. tracks.push( track );
  20240. }
  20241. clip.tracks = tracks;
  20242. // find minimum .times value across all tracks in the trimmed clip
  20243. var minStartTime = Infinity;
  20244. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20245. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20246. minStartTime = clip.tracks[ i ].times[ 0 ];
  20247. }
  20248. }
  20249. // shift all tracks such that clip begins at t=0
  20250. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20251. clip.tracks[ i ].shift( - 1 * minStartTime );
  20252. }
  20253. clip.resetDuration();
  20254. return clip;
  20255. }
  20256. };
  20257. /**
  20258. * Abstract base class of interpolants over parametric samples.
  20259. *
  20260. * The parameter domain is one dimensional, typically the time or a path
  20261. * along a curve defined by the data.
  20262. *
  20263. * The sample values can have any dimensionality and derived classes may
  20264. * apply special interpretations to the data.
  20265. *
  20266. * This class provides the interval seek in a Template Method, deferring
  20267. * the actual interpolation to derived classes.
  20268. *
  20269. * Time complexity is O(1) for linear access crossing at most two points
  20270. * and O(log N) for random access, where N is the number of positions.
  20271. *
  20272. * References:
  20273. *
  20274. * http://www.oodesign.com/template-method-pattern.html
  20275. *
  20276. * @author tschw
  20277. */
  20278. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20279. this.parameterPositions = parameterPositions;
  20280. this._cachedIndex = 0;
  20281. this.resultBuffer = resultBuffer !== undefined ?
  20282. resultBuffer : new sampleValues.constructor( sampleSize );
  20283. this.sampleValues = sampleValues;
  20284. this.valueSize = sampleSize;
  20285. }
  20286. Object.assign( Interpolant.prototype, {
  20287. evaluate: function ( t ) {
  20288. var pp = this.parameterPositions,
  20289. i1 = this._cachedIndex,
  20290. t1 = pp[ i1 ],
  20291. t0 = pp[ i1 - 1 ];
  20292. validate_interval: {
  20293. seek: {
  20294. var right;
  20295. linear_scan: {
  20296. //- See http://jsperf.com/comparison-to-undefined/3
  20297. //- slower code:
  20298. //-
  20299. //- if ( t >= t1 || t1 === undefined ) {
  20300. forward_scan: if ( ! ( t < t1 ) ) {
  20301. for ( var giveUpAt = i1 + 2; ; ) {
  20302. if ( t1 === undefined ) {
  20303. if ( t < t0 ) { break forward_scan; }
  20304. // after end
  20305. i1 = pp.length;
  20306. this._cachedIndex = i1;
  20307. return this.afterEnd_( i1 - 1, t, t0 );
  20308. }
  20309. if ( i1 === giveUpAt ) { break; } // this loop
  20310. t0 = t1;
  20311. t1 = pp[ ++ i1 ];
  20312. if ( t < t1 ) {
  20313. // we have arrived at the sought interval
  20314. break seek;
  20315. }
  20316. }
  20317. // prepare binary search on the right side of the index
  20318. right = pp.length;
  20319. break linear_scan;
  20320. }
  20321. //- slower code:
  20322. //- if ( t < t0 || t0 === undefined ) {
  20323. if ( ! ( t >= t0 ) ) {
  20324. // looping?
  20325. var t1global = pp[ 1 ];
  20326. if ( t < t1global ) {
  20327. i1 = 2; // + 1, using the scan for the details
  20328. t0 = t1global;
  20329. }
  20330. // linear reverse scan
  20331. for ( var giveUpAt = i1 - 2; ; ) {
  20332. if ( t0 === undefined ) {
  20333. // before start
  20334. this._cachedIndex = 0;
  20335. return this.beforeStart_( 0, t, t1 );
  20336. }
  20337. if ( i1 === giveUpAt ) { break; } // this loop
  20338. t1 = t0;
  20339. t0 = pp[ -- i1 - 1 ];
  20340. if ( t >= t0 ) {
  20341. // we have arrived at the sought interval
  20342. break seek;
  20343. }
  20344. }
  20345. // prepare binary search on the left side of the index
  20346. right = i1;
  20347. i1 = 0;
  20348. break linear_scan;
  20349. }
  20350. // the interval is valid
  20351. break validate_interval;
  20352. } // linear scan
  20353. // binary search
  20354. while ( i1 < right ) {
  20355. var mid = ( i1 + right ) >>> 1;
  20356. if ( t < pp[ mid ] ) {
  20357. right = mid;
  20358. } else {
  20359. i1 = mid + 1;
  20360. }
  20361. }
  20362. t1 = pp[ i1 ];
  20363. t0 = pp[ i1 - 1 ];
  20364. // check boundary cases, again
  20365. if ( t0 === undefined ) {
  20366. this._cachedIndex = 0;
  20367. return this.beforeStart_( 0, t, t1 );
  20368. }
  20369. if ( t1 === undefined ) {
  20370. i1 = pp.length;
  20371. this._cachedIndex = i1;
  20372. return this.afterEnd_( i1 - 1, t0, t );
  20373. }
  20374. } // seek
  20375. this._cachedIndex = i1;
  20376. this.intervalChanged_( i1, t0, t1 );
  20377. } // validate_interval
  20378. return this.interpolate_( i1, t0, t, t1 );
  20379. },
  20380. settings: null, // optional, subclass-specific settings structure
  20381. // Note: The indirection allows central control of many interpolants.
  20382. // --- Protected interface
  20383. DefaultSettings_: {},
  20384. getSettings_: function () {
  20385. return this.settings || this.DefaultSettings_;
  20386. },
  20387. copySampleValue_: function ( index ) {
  20388. // copies a sample value to the result buffer
  20389. var result = this.resultBuffer,
  20390. values = this.sampleValues,
  20391. stride = this.valueSize,
  20392. offset = index * stride;
  20393. for ( var i = 0; i !== stride; ++ i ) {
  20394. result[ i ] = values[ offset + i ];
  20395. }
  20396. return result;
  20397. },
  20398. // Template methods for derived classes:
  20399. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20400. throw new Error( 'call to abstract method' );
  20401. // implementations shall return this.resultBuffer
  20402. },
  20403. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20404. // empty
  20405. }
  20406. } );
  20407. //!\ DECLARE ALIAS AFTER assign prototype !
  20408. Object.assign( Interpolant.prototype, {
  20409. //( 0, t, t0 ), returns this.resultBuffer
  20410. beforeStart_: Interpolant.prototype.copySampleValue_,
  20411. //( N-1, tN-1, t ), returns this.resultBuffer
  20412. afterEnd_: Interpolant.prototype.copySampleValue_,
  20413. } );
  20414. /**
  20415. * Fast and simple cubic spline interpolant.
  20416. *
  20417. * It was derived from a Hermitian construction setting the first derivative
  20418. * at each sample position to the linear slope between neighboring positions
  20419. * over their parameter interval.
  20420. *
  20421. * @author tschw
  20422. */
  20423. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20424. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20425. this._weightPrev = - 0;
  20426. this._offsetPrev = - 0;
  20427. this._weightNext = - 0;
  20428. this._offsetNext = - 0;
  20429. }
  20430. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20431. constructor: CubicInterpolant,
  20432. DefaultSettings_: {
  20433. endingStart: ZeroCurvatureEnding,
  20434. endingEnd: ZeroCurvatureEnding
  20435. },
  20436. intervalChanged_: function ( i1, t0, t1 ) {
  20437. var pp = this.parameterPositions,
  20438. iPrev = i1 - 2,
  20439. iNext = i1 + 1,
  20440. tPrev = pp[ iPrev ],
  20441. tNext = pp[ iNext ];
  20442. if ( tPrev === undefined ) {
  20443. switch ( this.getSettings_().endingStart ) {
  20444. case ZeroSlopeEnding:
  20445. // f'(t0) = 0
  20446. iPrev = i1;
  20447. tPrev = 2 * t0 - t1;
  20448. break;
  20449. case WrapAroundEnding:
  20450. // use the other end of the curve
  20451. iPrev = pp.length - 2;
  20452. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20453. break;
  20454. default: // ZeroCurvatureEnding
  20455. // f''(t0) = 0 a.k.a. Natural Spline
  20456. iPrev = i1;
  20457. tPrev = t1;
  20458. }
  20459. }
  20460. if ( tNext === undefined ) {
  20461. switch ( this.getSettings_().endingEnd ) {
  20462. case ZeroSlopeEnding:
  20463. // f'(tN) = 0
  20464. iNext = i1;
  20465. tNext = 2 * t1 - t0;
  20466. break;
  20467. case WrapAroundEnding:
  20468. // use the other end of the curve
  20469. iNext = 1;
  20470. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20471. break;
  20472. default: // ZeroCurvatureEnding
  20473. // f''(tN) = 0, a.k.a. Natural Spline
  20474. iNext = i1 - 1;
  20475. tNext = t0;
  20476. }
  20477. }
  20478. var halfDt = ( t1 - t0 ) * 0.5,
  20479. stride = this.valueSize;
  20480. this._weightPrev = halfDt / ( t0 - tPrev );
  20481. this._weightNext = halfDt / ( tNext - t1 );
  20482. this._offsetPrev = iPrev * stride;
  20483. this._offsetNext = iNext * stride;
  20484. },
  20485. interpolate_: function ( i1, t0, t, t1 ) {
  20486. var result = this.resultBuffer,
  20487. values = this.sampleValues,
  20488. stride = this.valueSize,
  20489. o1 = i1 * stride, o0 = o1 - stride,
  20490. oP = this._offsetPrev, oN = this._offsetNext,
  20491. wP = this._weightPrev, wN = this._weightNext,
  20492. p = ( t - t0 ) / ( t1 - t0 ),
  20493. pp = p * p,
  20494. ppp = pp * p;
  20495. // evaluate polynomials
  20496. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20497. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20498. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20499. var sN = wN * ppp - wN * pp;
  20500. // combine data linearly
  20501. for ( var i = 0; i !== stride; ++ i ) {
  20502. result[ i ] =
  20503. sP * values[ oP + i ] +
  20504. s0 * values[ o0 + i ] +
  20505. s1 * values[ o1 + i ] +
  20506. sN * values[ oN + i ];
  20507. }
  20508. return result;
  20509. }
  20510. } );
  20511. /**
  20512. * @author tschw
  20513. */
  20514. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20515. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20516. }
  20517. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20518. constructor: LinearInterpolant,
  20519. interpolate_: function ( i1, t0, t, t1 ) {
  20520. var result = this.resultBuffer,
  20521. values = this.sampleValues,
  20522. stride = this.valueSize,
  20523. offset1 = i1 * stride,
  20524. offset0 = offset1 - stride,
  20525. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20526. weight0 = 1 - weight1;
  20527. for ( var i = 0; i !== stride; ++ i ) {
  20528. result[ i ] =
  20529. values[ offset0 + i ] * weight0 +
  20530. values[ offset1 + i ] * weight1;
  20531. }
  20532. return result;
  20533. }
  20534. } );
  20535. /**
  20536. *
  20537. * Interpolant that evaluates to the sample value at the position preceeding
  20538. * the parameter.
  20539. *
  20540. * @author tschw
  20541. */
  20542. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20543. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20544. }
  20545. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20546. constructor: DiscreteInterpolant,
  20547. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20548. return this.copySampleValue_( i1 - 1 );
  20549. }
  20550. } );
  20551. /**
  20552. *
  20553. * A timed sequence of keyframes for a specific property.
  20554. *
  20555. *
  20556. * @author Ben Houston / http://clara.io/
  20557. * @author David Sarno / http://lighthaus.us/
  20558. * @author tschw
  20559. */
  20560. function KeyframeTrack( name, times, values, interpolation ) {
  20561. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20562. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20563. this.name = name;
  20564. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20565. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20566. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20567. }
  20568. // Static methods
  20569. Object.assign( KeyframeTrack, {
  20570. // Serialization (in static context, because of constructor invocation
  20571. // and automatic invocation of .toJSON):
  20572. toJSON: function ( track ) {
  20573. var trackType = track.constructor;
  20574. var json;
  20575. // derived classes can define a static toJSON method
  20576. if ( trackType.toJSON !== undefined ) {
  20577. json = trackType.toJSON( track );
  20578. } else {
  20579. // by default, we assume the data can be serialized as-is
  20580. json = {
  20581. 'name': track.name,
  20582. 'times': AnimationUtils.convertArray( track.times, Array ),
  20583. 'values': AnimationUtils.convertArray( track.values, Array )
  20584. };
  20585. var interpolation = track.getInterpolation();
  20586. if ( interpolation !== track.DefaultInterpolation ) {
  20587. json.interpolation = interpolation;
  20588. }
  20589. }
  20590. json.type = track.ValueTypeName; // mandatory
  20591. return json;
  20592. }
  20593. } );
  20594. Object.assign( KeyframeTrack.prototype, {
  20595. constructor: KeyframeTrack,
  20596. TimeBufferType: Float32Array,
  20597. ValueBufferType: Float32Array,
  20598. DefaultInterpolation: InterpolateLinear,
  20599. InterpolantFactoryMethodDiscrete: function ( result ) {
  20600. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20601. },
  20602. InterpolantFactoryMethodLinear: function ( result ) {
  20603. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20604. },
  20605. InterpolantFactoryMethodSmooth: function ( result ) {
  20606. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20607. },
  20608. setInterpolation: function ( interpolation ) {
  20609. var factoryMethod;
  20610. switch ( interpolation ) {
  20611. case InterpolateDiscrete:
  20612. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20613. break;
  20614. case InterpolateLinear:
  20615. factoryMethod = this.InterpolantFactoryMethodLinear;
  20616. break;
  20617. case InterpolateSmooth:
  20618. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20619. break;
  20620. }
  20621. if ( factoryMethod === undefined ) {
  20622. var message = "unsupported interpolation for " +
  20623. this.ValueTypeName + " keyframe track named " + this.name;
  20624. if ( this.createInterpolant === undefined ) {
  20625. // fall back to default, unless the default itself is messed up
  20626. if ( interpolation !== this.DefaultInterpolation ) {
  20627. this.setInterpolation( this.DefaultInterpolation );
  20628. } else {
  20629. throw new Error( message ); // fatal, in this case
  20630. }
  20631. }
  20632. console.warn( 'THREE.KeyframeTrack:', message );
  20633. return this;
  20634. }
  20635. this.createInterpolant = factoryMethod;
  20636. return this;
  20637. },
  20638. getInterpolation: function () {
  20639. switch ( this.createInterpolant ) {
  20640. case this.InterpolantFactoryMethodDiscrete:
  20641. return InterpolateDiscrete;
  20642. case this.InterpolantFactoryMethodLinear:
  20643. return InterpolateLinear;
  20644. case this.InterpolantFactoryMethodSmooth:
  20645. return InterpolateSmooth;
  20646. }
  20647. },
  20648. getValueSize: function () {
  20649. return this.values.length / this.times.length;
  20650. },
  20651. // move all keyframes either forwards or backwards in time
  20652. shift: function ( timeOffset ) {
  20653. if ( timeOffset !== 0.0 ) {
  20654. var times = this.times;
  20655. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20656. times[ i ] += timeOffset;
  20657. }
  20658. }
  20659. return this;
  20660. },
  20661. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20662. scale: function ( timeScale ) {
  20663. if ( timeScale !== 1.0 ) {
  20664. var times = this.times;
  20665. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20666. times[ i ] *= timeScale;
  20667. }
  20668. }
  20669. return this;
  20670. },
  20671. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20672. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20673. trim: function ( startTime, endTime ) {
  20674. var times = this.times,
  20675. nKeys = times.length,
  20676. from = 0,
  20677. to = nKeys - 1;
  20678. while ( from !== nKeys && times[ from ] < startTime ) {
  20679. ++ from;
  20680. }
  20681. while ( to !== - 1 && times[ to ] > endTime ) {
  20682. -- to;
  20683. }
  20684. ++ to; // inclusive -> exclusive bound
  20685. if ( from !== 0 || to !== nKeys ) {
  20686. // empty tracks are forbidden, so keep at least one keyframe
  20687. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20688. var stride = this.getValueSize();
  20689. this.times = AnimationUtils.arraySlice( times, from, to );
  20690. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20691. }
  20692. return this;
  20693. },
  20694. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20695. validate: function () {
  20696. var valid = true;
  20697. var valueSize = this.getValueSize();
  20698. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20699. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20700. valid = false;
  20701. }
  20702. var times = this.times,
  20703. values = this.values,
  20704. nKeys = times.length;
  20705. if ( nKeys === 0 ) {
  20706. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20707. valid = false;
  20708. }
  20709. var prevTime = null;
  20710. for ( var i = 0; i !== nKeys; i ++ ) {
  20711. var currTime = times[ i ];
  20712. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20713. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20714. valid = false;
  20715. break;
  20716. }
  20717. if ( prevTime !== null && prevTime > currTime ) {
  20718. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20719. valid = false;
  20720. break;
  20721. }
  20722. prevTime = currTime;
  20723. }
  20724. if ( values !== undefined ) {
  20725. if ( AnimationUtils.isTypedArray( values ) ) {
  20726. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20727. var value = values[ i ];
  20728. if ( isNaN( value ) ) {
  20729. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20730. valid = false;
  20731. break;
  20732. }
  20733. }
  20734. }
  20735. }
  20736. return valid;
  20737. },
  20738. // removes equivalent sequential keys as common in morph target sequences
  20739. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20740. optimize: function () {
  20741. var times = this.times,
  20742. values = this.values,
  20743. stride = this.getValueSize(),
  20744. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20745. writeIndex = 1,
  20746. lastIndex = times.length - 1;
  20747. for ( var i = 1; i < lastIndex; ++ i ) {
  20748. var keep = false;
  20749. var time = times[ i ];
  20750. var timeNext = times[ i + 1 ];
  20751. // remove adjacent keyframes scheduled at the same time
  20752. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20753. if ( ! smoothInterpolation ) {
  20754. // remove unnecessary keyframes same as their neighbors
  20755. var offset = i * stride,
  20756. offsetP = offset - stride,
  20757. offsetN = offset + stride;
  20758. for ( var j = 0; j !== stride; ++ j ) {
  20759. var value = values[ offset + j ];
  20760. if ( value !== values[ offsetP + j ] ||
  20761. value !== values[ offsetN + j ] ) {
  20762. keep = true;
  20763. break;
  20764. }
  20765. }
  20766. } else {
  20767. keep = true;
  20768. }
  20769. }
  20770. // in-place compaction
  20771. if ( keep ) {
  20772. if ( i !== writeIndex ) {
  20773. times[ writeIndex ] = times[ i ];
  20774. var readOffset = i * stride,
  20775. writeOffset = writeIndex * stride;
  20776. for ( var j = 0; j !== stride; ++ j ) {
  20777. values[ writeOffset + j ] = values[ readOffset + j ];
  20778. }
  20779. }
  20780. ++ writeIndex;
  20781. }
  20782. }
  20783. // flush last keyframe (compaction looks ahead)
  20784. if ( lastIndex > 0 ) {
  20785. times[ writeIndex ] = times[ lastIndex ];
  20786. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20787. values[ writeOffset + j ] = values[ readOffset + j ];
  20788. }
  20789. ++ writeIndex;
  20790. }
  20791. if ( writeIndex !== times.length ) {
  20792. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20793. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20794. }
  20795. return this;
  20796. },
  20797. clone: function () {
  20798. var times = AnimationUtils.arraySlice( this.times, 0 );
  20799. var values = AnimationUtils.arraySlice( this.values, 0 );
  20800. var TypedKeyframeTrack = this.constructor;
  20801. var track = new TypedKeyframeTrack( this.name, times, values );
  20802. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20803. track.createInterpolant = this.createInterpolant;
  20804. return track;
  20805. }
  20806. } );
  20807. /**
  20808. *
  20809. * A Track of Boolean keyframe values.
  20810. *
  20811. *
  20812. * @author Ben Houston / http://clara.io/
  20813. * @author David Sarno / http://lighthaus.us/
  20814. * @author tschw
  20815. */
  20816. function BooleanKeyframeTrack( name, times, values ) {
  20817. KeyframeTrack.call( this, name, times, values );
  20818. }
  20819. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20820. constructor: BooleanKeyframeTrack,
  20821. ValueTypeName: 'bool',
  20822. ValueBufferType: Array,
  20823. DefaultInterpolation: InterpolateDiscrete,
  20824. InterpolantFactoryMethodLinear: undefined,
  20825. InterpolantFactoryMethodSmooth: undefined
  20826. // Note: Actually this track could have a optimized / compressed
  20827. // representation of a single value and a custom interpolant that
  20828. // computes "firstValue ^ isOdd( index )".
  20829. } );
  20830. /**
  20831. *
  20832. * A Track of keyframe values that represent color.
  20833. *
  20834. *
  20835. * @author Ben Houston / http://clara.io/
  20836. * @author David Sarno / http://lighthaus.us/
  20837. * @author tschw
  20838. */
  20839. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20840. KeyframeTrack.call( this, name, times, values, interpolation );
  20841. }
  20842. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20843. constructor: ColorKeyframeTrack,
  20844. ValueTypeName: 'color'
  20845. // ValueBufferType is inherited
  20846. // DefaultInterpolation is inherited
  20847. // Note: Very basic implementation and nothing special yet.
  20848. // However, this is the place for color space parameterization.
  20849. } );
  20850. /**
  20851. *
  20852. * A Track of numeric keyframe values.
  20853. *
  20854. * @author Ben Houston / http://clara.io/
  20855. * @author David Sarno / http://lighthaus.us/
  20856. * @author tschw
  20857. */
  20858. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20859. KeyframeTrack.call( this, name, times, values, interpolation );
  20860. }
  20861. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20862. constructor: NumberKeyframeTrack,
  20863. ValueTypeName: 'number'
  20864. // ValueBufferType is inherited
  20865. // DefaultInterpolation is inherited
  20866. } );
  20867. /**
  20868. * Spherical linear unit quaternion interpolant.
  20869. *
  20870. * @author tschw
  20871. */
  20872. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20873. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20874. }
  20875. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20876. constructor: QuaternionLinearInterpolant,
  20877. interpolate_: function ( i1, t0, t, t1 ) {
  20878. var result = this.resultBuffer,
  20879. values = this.sampleValues,
  20880. stride = this.valueSize,
  20881. offset = i1 * stride,
  20882. alpha = ( t - t0 ) / ( t1 - t0 );
  20883. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20884. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20885. }
  20886. return result;
  20887. }
  20888. } );
  20889. /**
  20890. *
  20891. * A Track of quaternion keyframe values.
  20892. *
  20893. * @author Ben Houston / http://clara.io/
  20894. * @author David Sarno / http://lighthaus.us/
  20895. * @author tschw
  20896. */
  20897. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20898. KeyframeTrack.call( this, name, times, values, interpolation );
  20899. }
  20900. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20901. constructor: QuaternionKeyframeTrack,
  20902. ValueTypeName: 'quaternion',
  20903. // ValueBufferType is inherited
  20904. DefaultInterpolation: InterpolateLinear,
  20905. InterpolantFactoryMethodLinear: function ( result ) {
  20906. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20907. },
  20908. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20909. } );
  20910. /**
  20911. *
  20912. * A Track that interpolates Strings
  20913. *
  20914. *
  20915. * @author Ben Houston / http://clara.io/
  20916. * @author David Sarno / http://lighthaus.us/
  20917. * @author tschw
  20918. */
  20919. function StringKeyframeTrack( name, times, values, interpolation ) {
  20920. KeyframeTrack.call( this, name, times, values, interpolation );
  20921. }
  20922. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20923. constructor: StringKeyframeTrack,
  20924. ValueTypeName: 'string',
  20925. ValueBufferType: Array,
  20926. DefaultInterpolation: InterpolateDiscrete,
  20927. InterpolantFactoryMethodLinear: undefined,
  20928. InterpolantFactoryMethodSmooth: undefined
  20929. } );
  20930. /**
  20931. *
  20932. * A Track of vectored keyframe values.
  20933. *
  20934. *
  20935. * @author Ben Houston / http://clara.io/
  20936. * @author David Sarno / http://lighthaus.us/
  20937. * @author tschw
  20938. */
  20939. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20940. KeyframeTrack.call( this, name, times, values, interpolation );
  20941. }
  20942. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20943. constructor: VectorKeyframeTrack,
  20944. ValueTypeName: 'vector'
  20945. // ValueBufferType is inherited
  20946. // DefaultInterpolation is inherited
  20947. } );
  20948. /**
  20949. *
  20950. * Reusable set of Tracks that represent an animation.
  20951. *
  20952. * @author Ben Houston / http://clara.io/
  20953. * @author David Sarno / http://lighthaus.us/
  20954. */
  20955. function AnimationClip( name, duration, tracks ) {
  20956. this.name = name;
  20957. this.tracks = tracks;
  20958. this.duration = ( duration !== undefined ) ? duration : - 1;
  20959. this.uuid = _Math.generateUUID();
  20960. // this means it should figure out its duration by scanning the tracks
  20961. if ( this.duration < 0 ) {
  20962. this.resetDuration();
  20963. }
  20964. }
  20965. function getTrackTypeForValueTypeName( typeName ) {
  20966. switch ( typeName.toLowerCase() ) {
  20967. case 'scalar':
  20968. case 'double':
  20969. case 'float':
  20970. case 'number':
  20971. case 'integer':
  20972. return NumberKeyframeTrack;
  20973. case 'vector':
  20974. case 'vector2':
  20975. case 'vector3':
  20976. case 'vector4':
  20977. return VectorKeyframeTrack;
  20978. case 'color':
  20979. return ColorKeyframeTrack;
  20980. case 'quaternion':
  20981. return QuaternionKeyframeTrack;
  20982. case 'bool':
  20983. case 'boolean':
  20984. return BooleanKeyframeTrack;
  20985. case 'string':
  20986. return StringKeyframeTrack;
  20987. }
  20988. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20989. }
  20990. function parseKeyframeTrack( json ) {
  20991. if ( json.type === undefined ) {
  20992. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20993. }
  20994. var trackType = getTrackTypeForValueTypeName( json.type );
  20995. if ( json.times === undefined ) {
  20996. var times = [], values = [];
  20997. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20998. json.times = times;
  20999. json.values = values;
  21000. }
  21001. // derived classes can define a static parse method
  21002. if ( trackType.parse !== undefined ) {
  21003. return trackType.parse( json );
  21004. } else {
  21005. // by default, we assume a constructor compatible with the base
  21006. return new trackType( json.name, json.times, json.values, json.interpolation );
  21007. }
  21008. }
  21009. Object.assign( AnimationClip, {
  21010. parse: function ( json ) {
  21011. var tracks = [],
  21012. jsonTracks = json.tracks,
  21013. frameTime = 1.0 / ( json.fps || 1.0 );
  21014. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21015. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21016. }
  21017. return new AnimationClip( json.name, json.duration, tracks );
  21018. },
  21019. toJSON: function ( clip ) {
  21020. var tracks = [],
  21021. clipTracks = clip.tracks;
  21022. var json = {
  21023. 'name': clip.name,
  21024. 'duration': clip.duration,
  21025. 'tracks': tracks,
  21026. 'uuid': clip.uuid
  21027. };
  21028. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21029. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21030. }
  21031. return json;
  21032. },
  21033. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21034. var numMorphTargets = morphTargetSequence.length;
  21035. var tracks = [];
  21036. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21037. var times = [];
  21038. var values = [];
  21039. times.push(
  21040. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21041. i,
  21042. ( i + 1 ) % numMorphTargets );
  21043. values.push( 0, 1, 0 );
  21044. var order = AnimationUtils.getKeyframeOrder( times );
  21045. times = AnimationUtils.sortedArray( times, 1, order );
  21046. values = AnimationUtils.sortedArray( values, 1, order );
  21047. // if there is a key at the first frame, duplicate it as the
  21048. // last frame as well for perfect loop.
  21049. if ( ! noLoop && times[ 0 ] === 0 ) {
  21050. times.push( numMorphTargets );
  21051. values.push( values[ 0 ] );
  21052. }
  21053. tracks.push(
  21054. new NumberKeyframeTrack(
  21055. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21056. times, values
  21057. ).scale( 1.0 / fps ) );
  21058. }
  21059. return new AnimationClip( name, - 1, tracks );
  21060. },
  21061. findByName: function ( objectOrClipArray, name ) {
  21062. var clipArray = objectOrClipArray;
  21063. if ( ! Array.isArray( objectOrClipArray ) ) {
  21064. var o = objectOrClipArray;
  21065. clipArray = o.geometry && o.geometry.animations || o.animations;
  21066. }
  21067. for ( var i = 0; i < clipArray.length; i ++ ) {
  21068. if ( clipArray[ i ].name === name ) {
  21069. return clipArray[ i ];
  21070. }
  21071. }
  21072. return null;
  21073. },
  21074. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21075. var animationToMorphTargets = {};
  21076. // tested with https://regex101.com/ on trick sequences
  21077. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21078. var pattern = /^([\w-]*?)([\d]+)$/;
  21079. // sort morph target names into animation groups based
  21080. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21081. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21082. var morphTarget = morphTargets[ i ];
  21083. var parts = morphTarget.name.match( pattern );
  21084. if ( parts && parts.length > 1 ) {
  21085. var name = parts[ 1 ];
  21086. var animationMorphTargets = animationToMorphTargets[ name ];
  21087. if ( ! animationMorphTargets ) {
  21088. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21089. }
  21090. animationMorphTargets.push( morphTarget );
  21091. }
  21092. }
  21093. var clips = [];
  21094. for ( var name in animationToMorphTargets ) {
  21095. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21096. }
  21097. return clips;
  21098. },
  21099. // parse the animation.hierarchy format
  21100. parseAnimation: function ( animation, bones ) {
  21101. if ( ! animation ) {
  21102. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21103. return null;
  21104. }
  21105. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21106. // only return track if there are actually keys.
  21107. if ( animationKeys.length !== 0 ) {
  21108. var times = [];
  21109. var values = [];
  21110. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21111. // empty keys are filtered out, so check again
  21112. if ( times.length !== 0 ) {
  21113. destTracks.push( new trackType( trackName, times, values ) );
  21114. }
  21115. }
  21116. };
  21117. var tracks = [];
  21118. var clipName = animation.name || 'default';
  21119. // automatic length determination in AnimationClip.
  21120. var duration = animation.length || - 1;
  21121. var fps = animation.fps || 30;
  21122. var hierarchyTracks = animation.hierarchy || [];
  21123. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21124. var animationKeys = hierarchyTracks[ h ].keys;
  21125. // skip empty tracks
  21126. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21127. // process morph targets
  21128. if ( animationKeys[ 0 ].morphTargets ) {
  21129. // figure out all morph targets used in this track
  21130. var morphTargetNames = {};
  21131. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21132. if ( animationKeys[ k ].morphTargets ) {
  21133. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21134. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21135. }
  21136. }
  21137. }
  21138. // create a track for each morph target with all zero
  21139. // morphTargetInfluences except for the keys in which
  21140. // the morphTarget is named.
  21141. for ( var morphTargetName in morphTargetNames ) {
  21142. var times = [];
  21143. var values = [];
  21144. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21145. var animationKey = animationKeys[ k ];
  21146. times.push( animationKey.time );
  21147. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21148. }
  21149. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21150. }
  21151. duration = morphTargetNames.length * ( fps || 1.0 );
  21152. } else {
  21153. // ...assume skeletal animation
  21154. var boneName = '.bones[' + bones[ h ].name + ']';
  21155. addNonemptyTrack(
  21156. VectorKeyframeTrack, boneName + '.position',
  21157. animationKeys, 'pos', tracks );
  21158. addNonemptyTrack(
  21159. QuaternionKeyframeTrack, boneName + '.quaternion',
  21160. animationKeys, 'rot', tracks );
  21161. addNonemptyTrack(
  21162. VectorKeyframeTrack, boneName + '.scale',
  21163. animationKeys, 'scl', tracks );
  21164. }
  21165. }
  21166. if ( tracks.length === 0 ) {
  21167. return null;
  21168. }
  21169. var clip = new AnimationClip( clipName, duration, tracks );
  21170. return clip;
  21171. }
  21172. } );
  21173. Object.assign( AnimationClip.prototype, {
  21174. resetDuration: function () {
  21175. var tracks = this.tracks, duration = 0;
  21176. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21177. var track = this.tracks[ i ];
  21178. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21179. }
  21180. this.duration = duration;
  21181. return this;
  21182. },
  21183. trim: function () {
  21184. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21185. this.tracks[ i ].trim( 0, this.duration );
  21186. }
  21187. return this;
  21188. },
  21189. validate: function () {
  21190. var valid = true;
  21191. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21192. valid = valid && this.tracks[ i ].validate();
  21193. }
  21194. return valid;
  21195. },
  21196. optimize: function () {
  21197. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21198. this.tracks[ i ].optimize();
  21199. }
  21200. return this;
  21201. },
  21202. clone: function () {
  21203. var tracks = [];
  21204. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21205. tracks.push( this.tracks[ i ].clone() );
  21206. }
  21207. return new AnimationClip( this.name, this.duration, tracks );
  21208. }
  21209. } );
  21210. /**
  21211. * @author mrdoob / http://mrdoob.com/
  21212. */
  21213. var Cache = {
  21214. enabled: false,
  21215. files: {},
  21216. add: function ( key, file ) {
  21217. if ( this.enabled === false ) { return; }
  21218. // console.log( 'THREE.Cache', 'Adding key:', key );
  21219. this.files[ key ] = file;
  21220. },
  21221. get: function ( key ) {
  21222. if ( this.enabled === false ) { return; }
  21223. // console.log( 'THREE.Cache', 'Checking key:', key );
  21224. return this.files[ key ];
  21225. },
  21226. remove: function ( key ) {
  21227. delete this.files[ key ];
  21228. },
  21229. clear: function () {
  21230. this.files = {};
  21231. }
  21232. };
  21233. /**
  21234. * @author mrdoob / http://mrdoob.com/
  21235. */
  21236. function LoadingManager( onLoad, onProgress, onError ) {
  21237. var scope = this;
  21238. var isLoading = false;
  21239. var itemsLoaded = 0;
  21240. var itemsTotal = 0;
  21241. var urlModifier = undefined;
  21242. var handlers = [];
  21243. // Refer to #5689 for the reason why we don't set .onStart
  21244. // in the constructor
  21245. this.onStart = undefined;
  21246. this.onLoad = onLoad;
  21247. this.onProgress = onProgress;
  21248. this.onError = onError;
  21249. this.itemStart = function ( url ) {
  21250. itemsTotal ++;
  21251. if ( isLoading === false ) {
  21252. if ( scope.onStart !== undefined ) {
  21253. scope.onStart( url, itemsLoaded, itemsTotal );
  21254. }
  21255. }
  21256. isLoading = true;
  21257. };
  21258. this.itemEnd = function ( url ) {
  21259. itemsLoaded ++;
  21260. if ( scope.onProgress !== undefined ) {
  21261. scope.onProgress( url, itemsLoaded, itemsTotal );
  21262. }
  21263. if ( itemsLoaded === itemsTotal ) {
  21264. isLoading = false;
  21265. if ( scope.onLoad !== undefined ) {
  21266. scope.onLoad();
  21267. }
  21268. }
  21269. };
  21270. this.itemError = function ( url ) {
  21271. if ( scope.onError !== undefined ) {
  21272. scope.onError( url );
  21273. }
  21274. };
  21275. this.resolveURL = function ( url ) {
  21276. if ( urlModifier ) {
  21277. return urlModifier( url );
  21278. }
  21279. return url;
  21280. };
  21281. this.setURLModifier = function ( transform ) {
  21282. urlModifier = transform;
  21283. return this;
  21284. };
  21285. this.addHandler = function ( regex, loader ) {
  21286. handlers.push( regex, loader );
  21287. return this;
  21288. };
  21289. this.removeHandler = function ( regex ) {
  21290. var index = handlers.indexOf( regex );
  21291. if ( index !== - 1 ) {
  21292. handlers.splice( index, 2 );
  21293. }
  21294. return this;
  21295. };
  21296. this.getHandler = function ( file ) {
  21297. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21298. var regex = handlers[ i ];
  21299. var loader = handlers[ i + 1 ];
  21300. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21301. if ( regex.test( file ) ) {
  21302. return loader;
  21303. }
  21304. }
  21305. return null;
  21306. };
  21307. }
  21308. var DefaultLoadingManager = new LoadingManager();
  21309. /**
  21310. * @author alteredq / http://alteredqualia.com/
  21311. */
  21312. function Loader( manager ) {
  21313. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21314. this.crossOrigin = 'anonymous';
  21315. this.path = '';
  21316. this.resourcePath = '';
  21317. }
  21318. Object.assign( Loader.prototype, {
  21319. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21320. parse: function ( /* data */ ) {},
  21321. setCrossOrigin: function ( crossOrigin ) {
  21322. this.crossOrigin = crossOrigin;
  21323. return this;
  21324. },
  21325. setPath: function ( path ) {
  21326. this.path = path;
  21327. return this;
  21328. },
  21329. setResourcePath: function ( resourcePath ) {
  21330. this.resourcePath = resourcePath;
  21331. return this;
  21332. }
  21333. } );
  21334. /**
  21335. * @author mrdoob / http://mrdoob.com/
  21336. */
  21337. var loading = {};
  21338. function FileLoader( manager ) {
  21339. Loader.call( this, manager );
  21340. }
  21341. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21342. constructor: FileLoader,
  21343. load: function ( url, onLoad, onProgress, onError ) {
  21344. if ( url === undefined ) { url = ''; }
  21345. if ( this.path !== undefined ) { url = this.path + url; }
  21346. url = this.manager.resolveURL( url );
  21347. var scope = this;
  21348. var cached = Cache.get( url );
  21349. if ( cached !== undefined ) {
  21350. scope.manager.itemStart( url );
  21351. setTimeout( function () {
  21352. if ( onLoad ) { onLoad( cached ); }
  21353. scope.manager.itemEnd( url );
  21354. }, 0 );
  21355. return cached;
  21356. }
  21357. // Check if request is duplicate
  21358. if ( loading[ url ] !== undefined ) {
  21359. loading[ url ].push( {
  21360. onLoad: onLoad,
  21361. onProgress: onProgress,
  21362. onError: onError
  21363. } );
  21364. return;
  21365. }
  21366. // Check for data: URI
  21367. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21368. var dataUriRegexResult = url.match( dataUriRegex );
  21369. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21370. if ( dataUriRegexResult ) {
  21371. var mimeType = dataUriRegexResult[ 1 ];
  21372. var isBase64 = !! dataUriRegexResult[ 2 ];
  21373. var data = dataUriRegexResult[ 3 ];
  21374. data = decodeURIComponent( data );
  21375. if ( isBase64 ) { data = atob( data ); }
  21376. try {
  21377. var response;
  21378. var responseType = ( this.responseType || '' ).toLowerCase();
  21379. switch ( responseType ) {
  21380. case 'arraybuffer':
  21381. case 'blob':
  21382. var view = new Uint8Array( data.length );
  21383. for ( var i = 0; i < data.length; i ++ ) {
  21384. view[ i ] = data.charCodeAt( i );
  21385. }
  21386. if ( responseType === 'blob' ) {
  21387. response = new Blob( [ view.buffer ], { type: mimeType } );
  21388. } else {
  21389. response = view.buffer;
  21390. }
  21391. break;
  21392. case 'document':
  21393. var parser = new DOMParser();
  21394. response = parser.parseFromString( data, mimeType );
  21395. break;
  21396. case 'json':
  21397. response = JSON.parse( data );
  21398. break;
  21399. default: // 'text' or other
  21400. response = data;
  21401. break;
  21402. }
  21403. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21404. setTimeout( function () {
  21405. if ( onLoad ) { onLoad( response ); }
  21406. scope.manager.itemEnd( url );
  21407. }, 0 );
  21408. } catch ( error ) {
  21409. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21410. setTimeout( function () {
  21411. if ( onError ) { onError( error ); }
  21412. scope.manager.itemError( url );
  21413. scope.manager.itemEnd( url );
  21414. }, 0 );
  21415. }
  21416. } else {
  21417. // Initialise array for duplicate requests
  21418. loading[ url ] = [];
  21419. loading[ url ].push( {
  21420. onLoad: onLoad,
  21421. onProgress: onProgress,
  21422. onError: onError
  21423. } );
  21424. var request = new XMLHttpRequest();
  21425. request.open( 'GET', url, true );
  21426. request.addEventListener( 'load', function ( event ) {
  21427. var response = this.response;
  21428. var callbacks = loading[ url ];
  21429. delete loading[ url ];
  21430. if ( this.status === 200 || this.status === 0 ) {
  21431. // Some browsers return HTTP Status 0 when using non-http protocol
  21432. // e.g. 'file://' or 'data://'. Handle as success.
  21433. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21434. // Add to cache only on HTTP success, so that we do not cache
  21435. // error response bodies as proper responses to requests.
  21436. Cache.add( url, response );
  21437. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21438. var callback = callbacks[ i ];
  21439. if ( callback.onLoad ) { callback.onLoad( response ); }
  21440. }
  21441. scope.manager.itemEnd( url );
  21442. } else {
  21443. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21444. var callback = callbacks[ i ];
  21445. if ( callback.onError ) { callback.onError( event ); }
  21446. }
  21447. scope.manager.itemError( url );
  21448. scope.manager.itemEnd( url );
  21449. }
  21450. }, false );
  21451. request.addEventListener( 'progress', function ( event ) {
  21452. var callbacks = loading[ url ];
  21453. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21454. var callback = callbacks[ i ];
  21455. if ( callback.onProgress ) { callback.onProgress( event ); }
  21456. }
  21457. }, false );
  21458. request.addEventListener( 'error', function ( event ) {
  21459. var callbacks = loading[ url ];
  21460. delete loading[ url ];
  21461. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21462. var callback = callbacks[ i ];
  21463. if ( callback.onError ) { callback.onError( event ); }
  21464. }
  21465. scope.manager.itemError( url );
  21466. scope.manager.itemEnd( url );
  21467. }, false );
  21468. request.addEventListener( 'abort', function ( event ) {
  21469. var callbacks = loading[ url ];
  21470. delete loading[ url ];
  21471. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21472. var callback = callbacks[ i ];
  21473. if ( callback.onError ) { callback.onError( event ); }
  21474. }
  21475. scope.manager.itemError( url );
  21476. scope.manager.itemEnd( url );
  21477. }, false );
  21478. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21479. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21480. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21481. for ( var header in this.requestHeader ) {
  21482. request.setRequestHeader( header, this.requestHeader[ header ] );
  21483. }
  21484. request.send( null );
  21485. }
  21486. scope.manager.itemStart( url );
  21487. return request;
  21488. },
  21489. setResponseType: function ( value ) {
  21490. this.responseType = value;
  21491. return this;
  21492. },
  21493. setWithCredentials: function ( value ) {
  21494. this.withCredentials = value;
  21495. return this;
  21496. },
  21497. setMimeType: function ( value ) {
  21498. this.mimeType = value;
  21499. return this;
  21500. },
  21501. setRequestHeader: function ( value ) {
  21502. this.requestHeader = value;
  21503. return this;
  21504. }
  21505. } );
  21506. /**
  21507. * @author bhouston / http://clara.io/
  21508. */
  21509. function AnimationLoader( manager ) {
  21510. Loader.call( this, manager );
  21511. }
  21512. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21513. constructor: AnimationLoader,
  21514. load: function ( url, onLoad, onProgress, onError ) {
  21515. var scope = this;
  21516. var loader = new FileLoader( scope.manager );
  21517. loader.setPath( scope.path );
  21518. loader.load( url, function ( text ) {
  21519. onLoad( scope.parse( JSON.parse( text ) ) );
  21520. }, onProgress, onError );
  21521. },
  21522. parse: function ( json ) {
  21523. var animations = [];
  21524. for ( var i = 0; i < json.length; i ++ ) {
  21525. var clip = AnimationClip.parse( json[ i ] );
  21526. animations.push( clip );
  21527. }
  21528. return animations;
  21529. }
  21530. } );
  21531. /**
  21532. * @author mrdoob / http://mrdoob.com/
  21533. *
  21534. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21535. *
  21536. * Sub classes have to implement the parse() method which will be used in load().
  21537. */
  21538. function CompressedTextureLoader( manager ) {
  21539. Loader.call( this, manager );
  21540. }
  21541. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21542. constructor: CompressedTextureLoader,
  21543. load: function ( url, onLoad, onProgress, onError ) {
  21544. var scope = this;
  21545. var images = [];
  21546. var texture = new CompressedTexture();
  21547. texture.image = images;
  21548. var loader = new FileLoader( this.manager );
  21549. loader.setPath( this.path );
  21550. loader.setResponseType( 'arraybuffer' );
  21551. function loadTexture( i ) {
  21552. loader.load( url[ i ], function ( buffer ) {
  21553. var texDatas = scope.parse( buffer, true );
  21554. images[ i ] = {
  21555. width: texDatas.width,
  21556. height: texDatas.height,
  21557. format: texDatas.format,
  21558. mipmaps: texDatas.mipmaps
  21559. };
  21560. loaded += 1;
  21561. if ( loaded === 6 ) {
  21562. if ( texDatas.mipmapCount === 1 )
  21563. { texture.minFilter = LinearFilter; }
  21564. texture.format = texDatas.format;
  21565. texture.needsUpdate = true;
  21566. if ( onLoad ) { onLoad( texture ); }
  21567. }
  21568. }, onProgress, onError );
  21569. }
  21570. if ( Array.isArray( url ) ) {
  21571. var loaded = 0;
  21572. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21573. loadTexture( i );
  21574. }
  21575. } else {
  21576. // compressed cubemap texture stored in a single DDS file
  21577. loader.load( url, function ( buffer ) {
  21578. var texDatas = scope.parse( buffer, true );
  21579. if ( texDatas.isCubemap ) {
  21580. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21581. for ( var f = 0; f < faces; f ++ ) {
  21582. images[ f ] = { mipmaps: [] };
  21583. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21584. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21585. images[ f ].format = texDatas.format;
  21586. images[ f ].width = texDatas.width;
  21587. images[ f ].height = texDatas.height;
  21588. }
  21589. }
  21590. } else {
  21591. texture.image.width = texDatas.width;
  21592. texture.image.height = texDatas.height;
  21593. texture.mipmaps = texDatas.mipmaps;
  21594. }
  21595. if ( texDatas.mipmapCount === 1 ) {
  21596. texture.minFilter = LinearFilter;
  21597. }
  21598. texture.format = texDatas.format;
  21599. texture.needsUpdate = true;
  21600. if ( onLoad ) { onLoad( texture ); }
  21601. }, onProgress, onError );
  21602. }
  21603. return texture;
  21604. }
  21605. } );
  21606. /**
  21607. * @author Nikos M. / https://github.com/foo123/
  21608. *
  21609. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21610. *
  21611. * Sub classes have to implement the parse() method which will be used in load().
  21612. */
  21613. function DataTextureLoader( manager ) {
  21614. Loader.call( this, manager );
  21615. }
  21616. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21617. constructor: DataTextureLoader,
  21618. load: function ( url, onLoad, onProgress, onError ) {
  21619. var scope = this;
  21620. var texture = new DataTexture();
  21621. var loader = new FileLoader( this.manager );
  21622. loader.setResponseType( 'arraybuffer' );
  21623. loader.setPath( this.path );
  21624. loader.load( url, function ( buffer ) {
  21625. var texData = scope.parse( buffer );
  21626. if ( ! texData ) { return; }
  21627. if ( texData.image !== undefined ) {
  21628. texture.image = texData.image;
  21629. } else if ( texData.data !== undefined ) {
  21630. texture.image.width = texData.width;
  21631. texture.image.height = texData.height;
  21632. texture.image.data = texData.data;
  21633. }
  21634. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21635. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21636. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21637. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21638. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21639. if ( texData.format !== undefined ) {
  21640. texture.format = texData.format;
  21641. }
  21642. if ( texData.type !== undefined ) {
  21643. texture.type = texData.type;
  21644. }
  21645. if ( texData.mipmaps !== undefined ) {
  21646. texture.mipmaps = texData.mipmaps;
  21647. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21648. }
  21649. if ( texData.mipmapCount === 1 ) {
  21650. texture.minFilter = LinearFilter;
  21651. }
  21652. texture.needsUpdate = true;
  21653. if ( onLoad ) { onLoad( texture, texData ); }
  21654. }, onProgress, onError );
  21655. return texture;
  21656. }
  21657. } );
  21658. /**
  21659. * @author mrdoob / http://mrdoob.com/
  21660. */
  21661. function ImageLoader( manager ) {
  21662. Loader.call( this, manager );
  21663. }
  21664. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21665. constructor: ImageLoader,
  21666. load: function ( url, onLoad, onProgress, onError ) {
  21667. if ( this.path !== undefined ) { url = this.path + url; }
  21668. url = this.manager.resolveURL( url );
  21669. var scope = this;
  21670. var cached = Cache.get( url );
  21671. if ( cached !== undefined ) {
  21672. scope.manager.itemStart( url );
  21673. setTimeout( function () {
  21674. if ( onLoad ) { onLoad( cached ); }
  21675. scope.manager.itemEnd( url );
  21676. }, 0 );
  21677. return cached;
  21678. }
  21679. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21680. function onImageLoad() {
  21681. image.removeEventListener( 'load', onImageLoad, false );
  21682. image.removeEventListener( 'error', onImageError, false );
  21683. Cache.add( url, this );
  21684. if ( onLoad ) { onLoad( this ); }
  21685. scope.manager.itemEnd( url );
  21686. }
  21687. function onImageError( event ) {
  21688. image.removeEventListener( 'load', onImageLoad, false );
  21689. image.removeEventListener( 'error', onImageError, false );
  21690. if ( onError ) { onError( event ); }
  21691. scope.manager.itemError( url );
  21692. scope.manager.itemEnd( url );
  21693. }
  21694. image.addEventListener( 'load', onImageLoad, false );
  21695. image.addEventListener( 'error', onImageError, false );
  21696. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21697. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21698. }
  21699. scope.manager.itemStart( url );
  21700. image.src = url;
  21701. return image;
  21702. }
  21703. } );
  21704. /**
  21705. * @author mrdoob / http://mrdoob.com/
  21706. */
  21707. function CubeTextureLoader( manager ) {
  21708. Loader.call( this, manager );
  21709. }
  21710. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21711. constructor: CubeTextureLoader,
  21712. load: function ( urls, onLoad, onProgress, onError ) {
  21713. var texture = new CubeTexture();
  21714. var loader = new ImageLoader( this.manager );
  21715. loader.setCrossOrigin( this.crossOrigin );
  21716. loader.setPath( this.path );
  21717. var loaded = 0;
  21718. function loadTexture( i ) {
  21719. loader.load( urls[ i ], function ( image ) {
  21720. texture.images[ i ] = image;
  21721. loaded ++;
  21722. if ( loaded === 6 ) {
  21723. texture.needsUpdate = true;
  21724. if ( onLoad ) { onLoad( texture ); }
  21725. }
  21726. }, undefined, onError );
  21727. }
  21728. for ( var i = 0; i < urls.length; ++ i ) {
  21729. loadTexture( i );
  21730. }
  21731. return texture;
  21732. }
  21733. } );
  21734. /**
  21735. * @author mrdoob / http://mrdoob.com/
  21736. */
  21737. function TextureLoader( manager ) {
  21738. Loader.call( this, manager );
  21739. }
  21740. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21741. constructor: TextureLoader,
  21742. load: function ( url, onLoad, onProgress, onError ) {
  21743. var texture = new Texture();
  21744. var loader = new ImageLoader( this.manager );
  21745. loader.setCrossOrigin( this.crossOrigin );
  21746. loader.setPath( this.path );
  21747. loader.load( url, function ( image ) {
  21748. texture.image = image;
  21749. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21750. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21751. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21752. texture.needsUpdate = true;
  21753. if ( onLoad !== undefined ) {
  21754. onLoad( texture );
  21755. }
  21756. }, onProgress, onError );
  21757. return texture;
  21758. }
  21759. } );
  21760. /**
  21761. * @author zz85 / http://www.lab4games.net/zz85/blog
  21762. * Extensible curve object
  21763. *
  21764. * Some common of curve methods:
  21765. * .getPoint( t, optionalTarget ), .getTangent( t )
  21766. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21767. * .getPoints(), .getSpacedPoints()
  21768. * .getLength()
  21769. * .updateArcLengths()
  21770. *
  21771. * This following curves inherit from THREE.Curve:
  21772. *
  21773. * -- 2D curves --
  21774. * THREE.ArcCurve
  21775. * THREE.CubicBezierCurve
  21776. * THREE.EllipseCurve
  21777. * THREE.LineCurve
  21778. * THREE.QuadraticBezierCurve
  21779. * THREE.SplineCurve
  21780. *
  21781. * -- 3D curves --
  21782. * THREE.CatmullRomCurve3
  21783. * THREE.CubicBezierCurve3
  21784. * THREE.LineCurve3
  21785. * THREE.QuadraticBezierCurve3
  21786. *
  21787. * A series of curves can be represented as a THREE.CurvePath.
  21788. *
  21789. **/
  21790. /**************************************************************
  21791. * Abstract Curve base class
  21792. **************************************************************/
  21793. function Curve() {
  21794. this.type = 'Curve';
  21795. this.arcLengthDivisions = 200;
  21796. }
  21797. Object.assign( Curve.prototype, {
  21798. // Virtual base class method to overwrite and implement in subclasses
  21799. // - t [0 .. 1]
  21800. getPoint: function ( /* t, optionalTarget */ ) {
  21801. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21802. return null;
  21803. },
  21804. // Get point at relative position in curve according to arc length
  21805. // - u [0 .. 1]
  21806. getPointAt: function ( u, optionalTarget ) {
  21807. var t = this.getUtoTmapping( u );
  21808. return this.getPoint( t, optionalTarget );
  21809. },
  21810. // Get sequence of points using getPoint( t )
  21811. getPoints: function ( divisions ) {
  21812. if ( divisions === undefined ) { divisions = 5; }
  21813. var points = [];
  21814. for ( var d = 0; d <= divisions; d ++ ) {
  21815. points.push( this.getPoint( d / divisions ) );
  21816. }
  21817. return points;
  21818. },
  21819. // Get sequence of points using getPointAt( u )
  21820. getSpacedPoints: function ( divisions ) {
  21821. if ( divisions === undefined ) { divisions = 5; }
  21822. var points = [];
  21823. for ( var d = 0; d <= divisions; d ++ ) {
  21824. points.push( this.getPointAt( d / divisions ) );
  21825. }
  21826. return points;
  21827. },
  21828. // Get total curve arc length
  21829. getLength: function () {
  21830. var lengths = this.getLengths();
  21831. return lengths[ lengths.length - 1 ];
  21832. },
  21833. // Get list of cumulative segment lengths
  21834. getLengths: function ( divisions ) {
  21835. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21836. if ( this.cacheArcLengths &&
  21837. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21838. ! this.needsUpdate ) {
  21839. return this.cacheArcLengths;
  21840. }
  21841. this.needsUpdate = false;
  21842. var cache = [];
  21843. var current, last = this.getPoint( 0 );
  21844. var p, sum = 0;
  21845. cache.push( 0 );
  21846. for ( p = 1; p <= divisions; p ++ ) {
  21847. current = this.getPoint( p / divisions );
  21848. sum += current.distanceTo( last );
  21849. cache.push( sum );
  21850. last = current;
  21851. }
  21852. this.cacheArcLengths = cache;
  21853. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21854. },
  21855. updateArcLengths: function () {
  21856. this.needsUpdate = true;
  21857. this.getLengths();
  21858. },
  21859. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21860. getUtoTmapping: function ( u, distance ) {
  21861. var arcLengths = this.getLengths();
  21862. var i = 0, il = arcLengths.length;
  21863. var targetArcLength; // The targeted u distance value to get
  21864. if ( distance ) {
  21865. targetArcLength = distance;
  21866. } else {
  21867. targetArcLength = u * arcLengths[ il - 1 ];
  21868. }
  21869. // binary search for the index with largest value smaller than target u distance
  21870. var low = 0, high = il - 1, comparison;
  21871. while ( low <= high ) {
  21872. 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
  21873. comparison = arcLengths[ i ] - targetArcLength;
  21874. if ( comparison < 0 ) {
  21875. low = i + 1;
  21876. } else if ( comparison > 0 ) {
  21877. high = i - 1;
  21878. } else {
  21879. high = i;
  21880. break;
  21881. // DONE
  21882. }
  21883. }
  21884. i = high;
  21885. if ( arcLengths[ i ] === targetArcLength ) {
  21886. return i / ( il - 1 );
  21887. }
  21888. // we could get finer grain at lengths, or use simple interpolation between two points
  21889. var lengthBefore = arcLengths[ i ];
  21890. var lengthAfter = arcLengths[ i + 1 ];
  21891. var segmentLength = lengthAfter - lengthBefore;
  21892. // determine where we are between the 'before' and 'after' points
  21893. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21894. // add that fractional amount to t
  21895. var t = ( i + segmentFraction ) / ( il - 1 );
  21896. return t;
  21897. },
  21898. // Returns a unit vector tangent at t
  21899. // In case any sub curve does not implement its tangent derivation,
  21900. // 2 points a small delta apart will be used to find its gradient
  21901. // which seems to give a reasonable approximation
  21902. getTangent: function ( t ) {
  21903. var delta = 0.0001;
  21904. var t1 = t - delta;
  21905. var t2 = t + delta;
  21906. // Capping in case of danger
  21907. if ( t1 < 0 ) { t1 = 0; }
  21908. if ( t2 > 1 ) { t2 = 1; }
  21909. var pt1 = this.getPoint( t1 );
  21910. var pt2 = this.getPoint( t2 );
  21911. var vec = pt2.clone().sub( pt1 );
  21912. return vec.normalize();
  21913. },
  21914. getTangentAt: function ( u ) {
  21915. var t = this.getUtoTmapping( u );
  21916. return this.getTangent( t );
  21917. },
  21918. computeFrenetFrames: function ( segments, closed ) {
  21919. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21920. var normal = new Vector3();
  21921. var tangents = [];
  21922. var normals = [];
  21923. var binormals = [];
  21924. var vec = new Vector3();
  21925. var mat = new Matrix4();
  21926. var i, u, theta;
  21927. // compute the tangent vectors for each segment on the curve
  21928. for ( i = 0; i <= segments; i ++ ) {
  21929. u = i / segments;
  21930. tangents[ i ] = this.getTangentAt( u );
  21931. tangents[ i ].normalize();
  21932. }
  21933. // select an initial normal vector perpendicular to the first tangent vector,
  21934. // and in the direction of the minimum tangent xyz component
  21935. normals[ 0 ] = new Vector3();
  21936. binormals[ 0 ] = new Vector3();
  21937. var min = Number.MAX_VALUE;
  21938. var tx = Math.abs( tangents[ 0 ].x );
  21939. var ty = Math.abs( tangents[ 0 ].y );
  21940. var tz = Math.abs( tangents[ 0 ].z );
  21941. if ( tx <= min ) {
  21942. min = tx;
  21943. normal.set( 1, 0, 0 );
  21944. }
  21945. if ( ty <= min ) {
  21946. min = ty;
  21947. normal.set( 0, 1, 0 );
  21948. }
  21949. if ( tz <= min ) {
  21950. normal.set( 0, 0, 1 );
  21951. }
  21952. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21953. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21954. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21955. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21956. for ( i = 1; i <= segments; i ++ ) {
  21957. normals[ i ] = normals[ i - 1 ].clone();
  21958. binormals[ i ] = binormals[ i - 1 ].clone();
  21959. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21960. if ( vec.length() > Number.EPSILON ) {
  21961. vec.normalize();
  21962. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21963. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21964. }
  21965. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21966. }
  21967. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21968. if ( closed === true ) {
  21969. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21970. theta /= segments;
  21971. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21972. theta = - theta;
  21973. }
  21974. for ( i = 1; i <= segments; i ++ ) {
  21975. // twist a little...
  21976. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21977. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21978. }
  21979. }
  21980. return {
  21981. tangents: tangents,
  21982. normals: normals,
  21983. binormals: binormals
  21984. };
  21985. },
  21986. clone: function () {
  21987. return new this.constructor().copy( this );
  21988. },
  21989. copy: function ( source ) {
  21990. this.arcLengthDivisions = source.arcLengthDivisions;
  21991. return this;
  21992. },
  21993. toJSON: function () {
  21994. var data = {
  21995. metadata: {
  21996. version: 4.5,
  21997. type: 'Curve',
  21998. generator: 'Curve.toJSON'
  21999. }
  22000. };
  22001. data.arcLengthDivisions = this.arcLengthDivisions;
  22002. data.type = this.type;
  22003. return data;
  22004. },
  22005. fromJSON: function ( json ) {
  22006. this.arcLengthDivisions = json.arcLengthDivisions;
  22007. return this;
  22008. }
  22009. } );
  22010. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22011. Curve.call( this );
  22012. this.type = 'EllipseCurve';
  22013. this.aX = aX || 0;
  22014. this.aY = aY || 0;
  22015. this.xRadius = xRadius || 1;
  22016. this.yRadius = yRadius || 1;
  22017. this.aStartAngle = aStartAngle || 0;
  22018. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22019. this.aClockwise = aClockwise || false;
  22020. this.aRotation = aRotation || 0;
  22021. }
  22022. EllipseCurve.prototype = Object.create( Curve.prototype );
  22023. EllipseCurve.prototype.constructor = EllipseCurve;
  22024. EllipseCurve.prototype.isEllipseCurve = true;
  22025. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22026. var point = optionalTarget || new Vector2();
  22027. var twoPi = Math.PI * 2;
  22028. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22029. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22030. // ensures that deltaAngle is 0 .. 2 PI
  22031. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22032. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22033. if ( deltaAngle < Number.EPSILON ) {
  22034. if ( samePoints ) {
  22035. deltaAngle = 0;
  22036. } else {
  22037. deltaAngle = twoPi;
  22038. }
  22039. }
  22040. if ( this.aClockwise === true && ! samePoints ) {
  22041. if ( deltaAngle === twoPi ) {
  22042. deltaAngle = - twoPi;
  22043. } else {
  22044. deltaAngle = deltaAngle - twoPi;
  22045. }
  22046. }
  22047. var angle = this.aStartAngle + t * deltaAngle;
  22048. var x = this.aX + this.xRadius * Math.cos( angle );
  22049. var y = this.aY + this.yRadius * Math.sin( angle );
  22050. if ( this.aRotation !== 0 ) {
  22051. var cos = Math.cos( this.aRotation );
  22052. var sin = Math.sin( this.aRotation );
  22053. var tx = x - this.aX;
  22054. var ty = y - this.aY;
  22055. // Rotate the point about the center of the ellipse.
  22056. x = tx * cos - ty * sin + this.aX;
  22057. y = tx * sin + ty * cos + this.aY;
  22058. }
  22059. return point.set( x, y );
  22060. };
  22061. EllipseCurve.prototype.copy = function ( source ) {
  22062. Curve.prototype.copy.call( this, source );
  22063. this.aX = source.aX;
  22064. this.aY = source.aY;
  22065. this.xRadius = source.xRadius;
  22066. this.yRadius = source.yRadius;
  22067. this.aStartAngle = source.aStartAngle;
  22068. this.aEndAngle = source.aEndAngle;
  22069. this.aClockwise = source.aClockwise;
  22070. this.aRotation = source.aRotation;
  22071. return this;
  22072. };
  22073. EllipseCurve.prototype.toJSON = function () {
  22074. var data = Curve.prototype.toJSON.call( this );
  22075. data.aX = this.aX;
  22076. data.aY = this.aY;
  22077. data.xRadius = this.xRadius;
  22078. data.yRadius = this.yRadius;
  22079. data.aStartAngle = this.aStartAngle;
  22080. data.aEndAngle = this.aEndAngle;
  22081. data.aClockwise = this.aClockwise;
  22082. data.aRotation = this.aRotation;
  22083. return data;
  22084. };
  22085. EllipseCurve.prototype.fromJSON = function ( json ) {
  22086. Curve.prototype.fromJSON.call( this, json );
  22087. this.aX = json.aX;
  22088. this.aY = json.aY;
  22089. this.xRadius = json.xRadius;
  22090. this.yRadius = json.yRadius;
  22091. this.aStartAngle = json.aStartAngle;
  22092. this.aEndAngle = json.aEndAngle;
  22093. this.aClockwise = json.aClockwise;
  22094. this.aRotation = json.aRotation;
  22095. return this;
  22096. };
  22097. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22098. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22099. this.type = 'ArcCurve';
  22100. }
  22101. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22102. ArcCurve.prototype.constructor = ArcCurve;
  22103. ArcCurve.prototype.isArcCurve = true;
  22104. /**
  22105. * @author zz85 https://github.com/zz85
  22106. *
  22107. * Centripetal CatmullRom Curve - which is useful for avoiding
  22108. * cusps and self-intersections in non-uniform catmull rom curves.
  22109. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22110. *
  22111. * curve.type accepts centripetal(default), chordal and catmullrom
  22112. * curve.tension is used for catmullrom which defaults to 0.5
  22113. */
  22114. /*
  22115. Based on an optimized c++ solution in
  22116. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22117. - http://ideone.com/NoEbVM
  22118. This CubicPoly class could be used for reusing some variables and calculations,
  22119. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22120. which can be placed in CurveUtils.
  22121. */
  22122. function CubicPoly() {
  22123. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22124. /*
  22125. * Compute coefficients for a cubic polynomial
  22126. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22127. * such that
  22128. * p(0) = x0, p(1) = x1
  22129. * and
  22130. * p'(0) = t0, p'(1) = t1.
  22131. */
  22132. function init( x0, x1, t0, t1 ) {
  22133. c0 = x0;
  22134. c1 = t0;
  22135. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22136. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22137. }
  22138. return {
  22139. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22140. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22141. },
  22142. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22143. // compute tangents when parameterized in [t1,t2]
  22144. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22145. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22146. // rescale tangents for parametrization in [0,1]
  22147. t1 *= dt1;
  22148. t2 *= dt1;
  22149. init( x1, x2, t1, t2 );
  22150. },
  22151. calc: function ( t ) {
  22152. var t2 = t * t;
  22153. var t3 = t2 * t;
  22154. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22155. }
  22156. };
  22157. }
  22158. //
  22159. var tmp = new Vector3();
  22160. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22161. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22162. Curve.call( this );
  22163. this.type = 'CatmullRomCurve3';
  22164. this.points = points || [];
  22165. this.closed = closed || false;
  22166. this.curveType = curveType || 'centripetal';
  22167. this.tension = tension || 0.5;
  22168. }
  22169. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22170. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22171. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22172. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22173. var point = optionalTarget || new Vector3();
  22174. var points = this.points;
  22175. var l = points.length;
  22176. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22177. var intPoint = Math.floor( p );
  22178. var weight = p - intPoint;
  22179. if ( this.closed ) {
  22180. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22181. } else if ( weight === 0 && intPoint === l - 1 ) {
  22182. intPoint = l - 2;
  22183. weight = 1;
  22184. }
  22185. var p0, p1, p2, p3; // 4 points
  22186. if ( this.closed || intPoint > 0 ) {
  22187. p0 = points[ ( intPoint - 1 ) % l ];
  22188. } else {
  22189. // extrapolate first point
  22190. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22191. p0 = tmp;
  22192. }
  22193. p1 = points[ intPoint % l ];
  22194. p2 = points[ ( intPoint + 1 ) % l ];
  22195. if ( this.closed || intPoint + 2 < l ) {
  22196. p3 = points[ ( intPoint + 2 ) % l ];
  22197. } else {
  22198. // extrapolate last point
  22199. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22200. p3 = tmp;
  22201. }
  22202. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22203. // init Centripetal / Chordal Catmull-Rom
  22204. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22205. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22206. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22207. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22208. // safety check for repeated points
  22209. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22210. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22211. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22212. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22213. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22214. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22215. } else if ( this.curveType === 'catmullrom' ) {
  22216. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22217. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22218. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22219. }
  22220. point.set(
  22221. px.calc( weight ),
  22222. py.calc( weight ),
  22223. pz.calc( weight )
  22224. );
  22225. return point;
  22226. };
  22227. CatmullRomCurve3.prototype.copy = function ( source ) {
  22228. Curve.prototype.copy.call( this, source );
  22229. this.points = [];
  22230. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22231. var point = source.points[ i ];
  22232. this.points.push( point.clone() );
  22233. }
  22234. this.closed = source.closed;
  22235. this.curveType = source.curveType;
  22236. this.tension = source.tension;
  22237. return this;
  22238. };
  22239. CatmullRomCurve3.prototype.toJSON = function () {
  22240. var data = Curve.prototype.toJSON.call( this );
  22241. data.points = [];
  22242. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22243. var point = this.points[ i ];
  22244. data.points.push( point.toArray() );
  22245. }
  22246. data.closed = this.closed;
  22247. data.curveType = this.curveType;
  22248. data.tension = this.tension;
  22249. return data;
  22250. };
  22251. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22252. Curve.prototype.fromJSON.call( this, json );
  22253. this.points = [];
  22254. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22255. var point = json.points[ i ];
  22256. this.points.push( new Vector3().fromArray( point ) );
  22257. }
  22258. this.closed = json.closed;
  22259. this.curveType = json.curveType;
  22260. this.tension = json.tension;
  22261. return this;
  22262. };
  22263. /**
  22264. * @author zz85 / http://www.lab4games.net/zz85/blog
  22265. *
  22266. * Bezier Curves formulas obtained from
  22267. * http://en.wikipedia.org/wiki/Bézier_curve
  22268. */
  22269. function CatmullRom( t, p0, p1, p2, p3 ) {
  22270. var v0 = ( p2 - p0 ) * 0.5;
  22271. var v1 = ( p3 - p1 ) * 0.5;
  22272. var t2 = t * t;
  22273. var t3 = t * t2;
  22274. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22275. }
  22276. //
  22277. function QuadraticBezierP0( t, p ) {
  22278. var k = 1 - t;
  22279. return k * k * p;
  22280. }
  22281. function QuadraticBezierP1( t, p ) {
  22282. return 2 * ( 1 - t ) * t * p;
  22283. }
  22284. function QuadraticBezierP2( t, p ) {
  22285. return t * t * p;
  22286. }
  22287. function QuadraticBezier( t, p0, p1, p2 ) {
  22288. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22289. QuadraticBezierP2( t, p2 );
  22290. }
  22291. //
  22292. function CubicBezierP0( t, p ) {
  22293. var k = 1 - t;
  22294. return k * k * k * p;
  22295. }
  22296. function CubicBezierP1( t, p ) {
  22297. var k = 1 - t;
  22298. return 3 * k * k * t * p;
  22299. }
  22300. function CubicBezierP2( t, p ) {
  22301. return 3 * ( 1 - t ) * t * t * p;
  22302. }
  22303. function CubicBezierP3( t, p ) {
  22304. return t * t * t * p;
  22305. }
  22306. function CubicBezier( t, p0, p1, p2, p3 ) {
  22307. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22308. CubicBezierP3( t, p3 );
  22309. }
  22310. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22311. Curve.call( this );
  22312. this.type = 'CubicBezierCurve';
  22313. this.v0 = v0 || new Vector2();
  22314. this.v1 = v1 || new Vector2();
  22315. this.v2 = v2 || new Vector2();
  22316. this.v3 = v3 || new Vector2();
  22317. }
  22318. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22319. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22320. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22321. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22322. var point = optionalTarget || new Vector2();
  22323. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22324. point.set(
  22325. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22326. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22327. );
  22328. return point;
  22329. };
  22330. CubicBezierCurve.prototype.copy = function ( source ) {
  22331. Curve.prototype.copy.call( this, source );
  22332. this.v0.copy( source.v0 );
  22333. this.v1.copy( source.v1 );
  22334. this.v2.copy( source.v2 );
  22335. this.v3.copy( source.v3 );
  22336. return this;
  22337. };
  22338. CubicBezierCurve.prototype.toJSON = function () {
  22339. var data = Curve.prototype.toJSON.call( this );
  22340. data.v0 = this.v0.toArray();
  22341. data.v1 = this.v1.toArray();
  22342. data.v2 = this.v2.toArray();
  22343. data.v3 = this.v3.toArray();
  22344. return data;
  22345. };
  22346. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22347. Curve.prototype.fromJSON.call( this, json );
  22348. this.v0.fromArray( json.v0 );
  22349. this.v1.fromArray( json.v1 );
  22350. this.v2.fromArray( json.v2 );
  22351. this.v3.fromArray( json.v3 );
  22352. return this;
  22353. };
  22354. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22355. Curve.call( this );
  22356. this.type = 'CubicBezierCurve3';
  22357. this.v0 = v0 || new Vector3();
  22358. this.v1 = v1 || new Vector3();
  22359. this.v2 = v2 || new Vector3();
  22360. this.v3 = v3 || new Vector3();
  22361. }
  22362. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22363. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22364. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22365. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22366. var point = optionalTarget || new Vector3();
  22367. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22368. point.set(
  22369. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22370. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22371. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22372. );
  22373. return point;
  22374. };
  22375. CubicBezierCurve3.prototype.copy = function ( source ) {
  22376. Curve.prototype.copy.call( this, source );
  22377. this.v0.copy( source.v0 );
  22378. this.v1.copy( source.v1 );
  22379. this.v2.copy( source.v2 );
  22380. this.v3.copy( source.v3 );
  22381. return this;
  22382. };
  22383. CubicBezierCurve3.prototype.toJSON = function () {
  22384. var data = Curve.prototype.toJSON.call( this );
  22385. data.v0 = this.v0.toArray();
  22386. data.v1 = this.v1.toArray();
  22387. data.v2 = this.v2.toArray();
  22388. data.v3 = this.v3.toArray();
  22389. return data;
  22390. };
  22391. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22392. Curve.prototype.fromJSON.call( this, json );
  22393. this.v0.fromArray( json.v0 );
  22394. this.v1.fromArray( json.v1 );
  22395. this.v2.fromArray( json.v2 );
  22396. this.v3.fromArray( json.v3 );
  22397. return this;
  22398. };
  22399. function LineCurve( v1, v2 ) {
  22400. Curve.call( this );
  22401. this.type = 'LineCurve';
  22402. this.v1 = v1 || new Vector2();
  22403. this.v2 = v2 || new Vector2();
  22404. }
  22405. LineCurve.prototype = Object.create( Curve.prototype );
  22406. LineCurve.prototype.constructor = LineCurve;
  22407. LineCurve.prototype.isLineCurve = true;
  22408. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22409. var point = optionalTarget || new Vector2();
  22410. if ( t === 1 ) {
  22411. point.copy( this.v2 );
  22412. } else {
  22413. point.copy( this.v2 ).sub( this.v1 );
  22414. point.multiplyScalar( t ).add( this.v1 );
  22415. }
  22416. return point;
  22417. };
  22418. // Line curve is linear, so we can overwrite default getPointAt
  22419. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22420. return this.getPoint( u, optionalTarget );
  22421. };
  22422. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22423. var tangent = this.v2.clone().sub( this.v1 );
  22424. return tangent.normalize();
  22425. };
  22426. LineCurve.prototype.copy = function ( source ) {
  22427. Curve.prototype.copy.call( this, source );
  22428. this.v1.copy( source.v1 );
  22429. this.v2.copy( source.v2 );
  22430. return this;
  22431. };
  22432. LineCurve.prototype.toJSON = function () {
  22433. var data = Curve.prototype.toJSON.call( this );
  22434. data.v1 = this.v1.toArray();
  22435. data.v2 = this.v2.toArray();
  22436. return data;
  22437. };
  22438. LineCurve.prototype.fromJSON = function ( json ) {
  22439. Curve.prototype.fromJSON.call( this, json );
  22440. this.v1.fromArray( json.v1 );
  22441. this.v2.fromArray( json.v2 );
  22442. return this;
  22443. };
  22444. function LineCurve3( v1, v2 ) {
  22445. Curve.call( this );
  22446. this.type = 'LineCurve3';
  22447. this.v1 = v1 || new Vector3();
  22448. this.v2 = v2 || new Vector3();
  22449. }
  22450. LineCurve3.prototype = Object.create( Curve.prototype );
  22451. LineCurve3.prototype.constructor = LineCurve3;
  22452. LineCurve3.prototype.isLineCurve3 = true;
  22453. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22454. var point = optionalTarget || new Vector3();
  22455. if ( t === 1 ) {
  22456. point.copy( this.v2 );
  22457. } else {
  22458. point.copy( this.v2 ).sub( this.v1 );
  22459. point.multiplyScalar( t ).add( this.v1 );
  22460. }
  22461. return point;
  22462. };
  22463. // Line curve is linear, so we can overwrite default getPointAt
  22464. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22465. return this.getPoint( u, optionalTarget );
  22466. };
  22467. LineCurve3.prototype.copy = function ( source ) {
  22468. Curve.prototype.copy.call( this, source );
  22469. this.v1.copy( source.v1 );
  22470. this.v2.copy( source.v2 );
  22471. return this;
  22472. };
  22473. LineCurve3.prototype.toJSON = function () {
  22474. var data = Curve.prototype.toJSON.call( this );
  22475. data.v1 = this.v1.toArray();
  22476. data.v2 = this.v2.toArray();
  22477. return data;
  22478. };
  22479. LineCurve3.prototype.fromJSON = function ( json ) {
  22480. Curve.prototype.fromJSON.call( this, json );
  22481. this.v1.fromArray( json.v1 );
  22482. this.v2.fromArray( json.v2 );
  22483. return this;
  22484. };
  22485. function QuadraticBezierCurve( v0, v1, v2 ) {
  22486. Curve.call( this );
  22487. this.type = 'QuadraticBezierCurve';
  22488. this.v0 = v0 || new Vector2();
  22489. this.v1 = v1 || new Vector2();
  22490. this.v2 = v2 || new Vector2();
  22491. }
  22492. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22493. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22494. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22495. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22496. var point = optionalTarget || new Vector2();
  22497. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22498. point.set(
  22499. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22500. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22501. );
  22502. return point;
  22503. };
  22504. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22505. Curve.prototype.copy.call( this, source );
  22506. this.v0.copy( source.v0 );
  22507. this.v1.copy( source.v1 );
  22508. this.v2.copy( source.v2 );
  22509. return this;
  22510. };
  22511. QuadraticBezierCurve.prototype.toJSON = function () {
  22512. var data = Curve.prototype.toJSON.call( this );
  22513. data.v0 = this.v0.toArray();
  22514. data.v1 = this.v1.toArray();
  22515. data.v2 = this.v2.toArray();
  22516. return data;
  22517. };
  22518. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22519. Curve.prototype.fromJSON.call( this, json );
  22520. this.v0.fromArray( json.v0 );
  22521. this.v1.fromArray( json.v1 );
  22522. this.v2.fromArray( json.v2 );
  22523. return this;
  22524. };
  22525. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22526. Curve.call( this );
  22527. this.type = 'QuadraticBezierCurve3';
  22528. this.v0 = v0 || new Vector3();
  22529. this.v1 = v1 || new Vector3();
  22530. this.v2 = v2 || new Vector3();
  22531. }
  22532. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22533. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22534. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22535. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22536. var point = optionalTarget || new Vector3();
  22537. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22538. point.set(
  22539. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22540. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22541. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22542. );
  22543. return point;
  22544. };
  22545. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22546. Curve.prototype.copy.call( this, source );
  22547. this.v0.copy( source.v0 );
  22548. this.v1.copy( source.v1 );
  22549. this.v2.copy( source.v2 );
  22550. return this;
  22551. };
  22552. QuadraticBezierCurve3.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. return data;
  22558. };
  22559. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22560. Curve.prototype.fromJSON.call( this, json );
  22561. this.v0.fromArray( json.v0 );
  22562. this.v1.fromArray( json.v1 );
  22563. this.v2.fromArray( json.v2 );
  22564. return this;
  22565. };
  22566. function SplineCurve( points /* array of Vector2 */ ) {
  22567. Curve.call( this );
  22568. this.type = 'SplineCurve';
  22569. this.points = points || [];
  22570. }
  22571. SplineCurve.prototype = Object.create( Curve.prototype );
  22572. SplineCurve.prototype.constructor = SplineCurve;
  22573. SplineCurve.prototype.isSplineCurve = true;
  22574. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22575. var point = optionalTarget || new Vector2();
  22576. var points = this.points;
  22577. var p = ( points.length - 1 ) * t;
  22578. var intPoint = Math.floor( p );
  22579. var weight = p - intPoint;
  22580. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22581. var p1 = points[ intPoint ];
  22582. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22583. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22584. point.set(
  22585. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22586. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22587. );
  22588. return point;
  22589. };
  22590. SplineCurve.prototype.copy = function ( source ) {
  22591. Curve.prototype.copy.call( this, source );
  22592. this.points = [];
  22593. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22594. var point = source.points[ i ];
  22595. this.points.push( point.clone() );
  22596. }
  22597. return this;
  22598. };
  22599. SplineCurve.prototype.toJSON = function () {
  22600. var data = Curve.prototype.toJSON.call( this );
  22601. data.points = [];
  22602. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22603. var point = this.points[ i ];
  22604. data.points.push( point.toArray() );
  22605. }
  22606. return data;
  22607. };
  22608. SplineCurve.prototype.fromJSON = function ( json ) {
  22609. Curve.prototype.fromJSON.call( this, json );
  22610. this.points = [];
  22611. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22612. var point = json.points[ i ];
  22613. this.points.push( new Vector2().fromArray( point ) );
  22614. }
  22615. return this;
  22616. };
  22617. var Curves = /*#__PURE__*/Object.freeze({
  22618. __proto__: null,
  22619. ArcCurve: ArcCurve,
  22620. CatmullRomCurve3: CatmullRomCurve3,
  22621. CubicBezierCurve: CubicBezierCurve,
  22622. CubicBezierCurve3: CubicBezierCurve3,
  22623. EllipseCurve: EllipseCurve,
  22624. LineCurve: LineCurve,
  22625. LineCurve3: LineCurve3,
  22626. QuadraticBezierCurve: QuadraticBezierCurve,
  22627. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22628. SplineCurve: SplineCurve
  22629. });
  22630. /**
  22631. * @author zz85 / http://www.lab4games.net/zz85/blog
  22632. *
  22633. **/
  22634. /**************************************************************
  22635. * Curved Path - a curve path is simply a array of connected
  22636. * curves, but retains the api of a curve
  22637. **************************************************************/
  22638. function CurvePath() {
  22639. Curve.call( this );
  22640. this.type = 'CurvePath';
  22641. this.curves = [];
  22642. this.autoClose = false; // Automatically closes the path
  22643. }
  22644. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22645. constructor: CurvePath,
  22646. add: function ( curve ) {
  22647. this.curves.push( curve );
  22648. },
  22649. closePath: function () {
  22650. // Add a line curve if start and end of lines are not connected
  22651. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22652. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22653. if ( ! startPoint.equals( endPoint ) ) {
  22654. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22655. }
  22656. },
  22657. // To get accurate point with reference to
  22658. // entire path distance at time t,
  22659. // following has to be done:
  22660. // 1. Length of each sub path have to be known
  22661. // 2. Locate and identify type of curve
  22662. // 3. Get t for the curve
  22663. // 4. Return curve.getPointAt(t')
  22664. getPoint: function ( t ) {
  22665. var d = t * this.getLength();
  22666. var curveLengths = this.getCurveLengths();
  22667. var i = 0;
  22668. // To think about boundaries points.
  22669. while ( i < curveLengths.length ) {
  22670. if ( curveLengths[ i ] >= d ) {
  22671. var diff = curveLengths[ i ] - d;
  22672. var curve = this.curves[ i ];
  22673. var segmentLength = curve.getLength();
  22674. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22675. return curve.getPointAt( u );
  22676. }
  22677. i ++;
  22678. }
  22679. return null;
  22680. // loop where sum != 0, sum > d , sum+1 <d
  22681. },
  22682. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22683. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22684. // getPoint() depends on getLength
  22685. getLength: function () {
  22686. var lens = this.getCurveLengths();
  22687. return lens[ lens.length - 1 ];
  22688. },
  22689. // cacheLengths must be recalculated.
  22690. updateArcLengths: function () {
  22691. this.needsUpdate = true;
  22692. this.cacheLengths = null;
  22693. this.getCurveLengths();
  22694. },
  22695. // Compute lengths and cache them
  22696. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22697. getCurveLengths: function () {
  22698. // We use cache values if curves and cache array are same length
  22699. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22700. return this.cacheLengths;
  22701. }
  22702. // Get length of sub-curve
  22703. // Push sums into cached array
  22704. var lengths = [], sums = 0;
  22705. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22706. sums += this.curves[ i ].getLength();
  22707. lengths.push( sums );
  22708. }
  22709. this.cacheLengths = lengths;
  22710. return lengths;
  22711. },
  22712. getSpacedPoints: function ( divisions ) {
  22713. if ( divisions === undefined ) { divisions = 40; }
  22714. var points = [];
  22715. for ( var i = 0; i <= divisions; i ++ ) {
  22716. points.push( this.getPoint( i / divisions ) );
  22717. }
  22718. if ( this.autoClose ) {
  22719. points.push( points[ 0 ] );
  22720. }
  22721. return points;
  22722. },
  22723. getPoints: function ( divisions ) {
  22724. divisions = divisions || 12;
  22725. var points = [], last;
  22726. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22727. var curve = curves[ i ];
  22728. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22729. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22730. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22731. : divisions;
  22732. var pts = curve.getPoints( resolution );
  22733. for ( var j = 0; j < pts.length; j ++ ) {
  22734. var point = pts[ j ];
  22735. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22736. points.push( point );
  22737. last = point;
  22738. }
  22739. }
  22740. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22741. points.push( points[ 0 ] );
  22742. }
  22743. return points;
  22744. },
  22745. copy: function ( source ) {
  22746. Curve.prototype.copy.call( this, source );
  22747. this.curves = [];
  22748. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22749. var curve = source.curves[ i ];
  22750. this.curves.push( curve.clone() );
  22751. }
  22752. this.autoClose = source.autoClose;
  22753. return this;
  22754. },
  22755. toJSON: function () {
  22756. var data = Curve.prototype.toJSON.call( this );
  22757. data.autoClose = this.autoClose;
  22758. data.curves = [];
  22759. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22760. var curve = this.curves[ i ];
  22761. data.curves.push( curve.toJSON() );
  22762. }
  22763. return data;
  22764. },
  22765. fromJSON: function ( json ) {
  22766. Curve.prototype.fromJSON.call( this, json );
  22767. this.autoClose = json.autoClose;
  22768. this.curves = [];
  22769. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22770. var curve = json.curves[ i ];
  22771. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22772. }
  22773. return this;
  22774. }
  22775. } );
  22776. /**
  22777. * @author zz85 / http://www.lab4games.net/zz85/blog
  22778. * Creates free form 2d path using series of points, lines or curves.
  22779. **/
  22780. function Path( points ) {
  22781. CurvePath.call( this );
  22782. this.type = 'Path';
  22783. this.currentPoint = new Vector2();
  22784. if ( points ) {
  22785. this.setFromPoints( points );
  22786. }
  22787. }
  22788. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22789. constructor: Path,
  22790. setFromPoints: function ( points ) {
  22791. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22792. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22793. this.lineTo( points[ i ].x, points[ i ].y );
  22794. }
  22795. return this;
  22796. },
  22797. moveTo: function ( x, y ) {
  22798. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22799. return this;
  22800. },
  22801. lineTo: function ( x, y ) {
  22802. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22803. this.curves.push( curve );
  22804. this.currentPoint.set( x, y );
  22805. return this;
  22806. },
  22807. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22808. var curve = new QuadraticBezierCurve(
  22809. this.currentPoint.clone(),
  22810. new Vector2( aCPx, aCPy ),
  22811. new Vector2( aX, aY )
  22812. );
  22813. this.curves.push( curve );
  22814. this.currentPoint.set( aX, aY );
  22815. return this;
  22816. },
  22817. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22818. var curve = new CubicBezierCurve(
  22819. this.currentPoint.clone(),
  22820. new Vector2( aCP1x, aCP1y ),
  22821. new Vector2( aCP2x, aCP2y ),
  22822. new Vector2( aX, aY )
  22823. );
  22824. this.curves.push( curve );
  22825. this.currentPoint.set( aX, aY );
  22826. return this;
  22827. },
  22828. splineThru: function ( pts /*Array of Vector*/ ) {
  22829. var npts = [ this.currentPoint.clone() ].concat( pts );
  22830. var curve = new SplineCurve( npts );
  22831. this.curves.push( curve );
  22832. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22833. return this;
  22834. },
  22835. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22836. var x0 = this.currentPoint.x;
  22837. var y0 = this.currentPoint.y;
  22838. this.absarc( aX + x0, aY + y0, aRadius,
  22839. aStartAngle, aEndAngle, aClockwise );
  22840. return this;
  22841. },
  22842. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22843. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22844. return this;
  22845. },
  22846. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22847. var x0 = this.currentPoint.x;
  22848. var y0 = this.currentPoint.y;
  22849. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22850. return this;
  22851. },
  22852. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22853. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22854. if ( this.curves.length > 0 ) {
  22855. // if a previous curve is present, attempt to join
  22856. var firstPoint = curve.getPoint( 0 );
  22857. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22858. this.lineTo( firstPoint.x, firstPoint.y );
  22859. }
  22860. }
  22861. this.curves.push( curve );
  22862. var lastPoint = curve.getPoint( 1 );
  22863. this.currentPoint.copy( lastPoint );
  22864. return this;
  22865. },
  22866. copy: function ( source ) {
  22867. CurvePath.prototype.copy.call( this, source );
  22868. this.currentPoint.copy( source.currentPoint );
  22869. return this;
  22870. },
  22871. toJSON: function () {
  22872. var data = CurvePath.prototype.toJSON.call( this );
  22873. data.currentPoint = this.currentPoint.toArray();
  22874. return data;
  22875. },
  22876. fromJSON: function ( json ) {
  22877. CurvePath.prototype.fromJSON.call( this, json );
  22878. this.currentPoint.fromArray( json.currentPoint );
  22879. return this;
  22880. }
  22881. } );
  22882. /**
  22883. * @author zz85 / http://www.lab4games.net/zz85/blog
  22884. * Defines a 2d shape plane using paths.
  22885. **/
  22886. // STEP 1 Create a path.
  22887. // STEP 2 Turn path into shape.
  22888. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22889. // STEP 3a - Extract points from each shape, turn to vertices
  22890. // STEP 3b - Triangulate each shape, add faces.
  22891. function Shape( points ) {
  22892. Path.call( this, points );
  22893. this.uuid = _Math.generateUUID();
  22894. this.type = 'Shape';
  22895. this.holes = [];
  22896. }
  22897. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22898. constructor: Shape,
  22899. getPointsHoles: function ( divisions ) {
  22900. var holesPts = [];
  22901. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22902. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22903. }
  22904. return holesPts;
  22905. },
  22906. // get points of shape and holes (keypoints based on segments parameter)
  22907. extractPoints: function ( divisions ) {
  22908. return {
  22909. shape: this.getPoints( divisions ),
  22910. holes: this.getPointsHoles( divisions )
  22911. };
  22912. },
  22913. copy: function ( source ) {
  22914. Path.prototype.copy.call( this, source );
  22915. this.holes = [];
  22916. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22917. var hole = source.holes[ i ];
  22918. this.holes.push( hole.clone() );
  22919. }
  22920. return this;
  22921. },
  22922. toJSON: function () {
  22923. var data = Path.prototype.toJSON.call( this );
  22924. data.uuid = this.uuid;
  22925. data.holes = [];
  22926. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22927. var hole = this.holes[ i ];
  22928. data.holes.push( hole.toJSON() );
  22929. }
  22930. return data;
  22931. },
  22932. fromJSON: function ( json ) {
  22933. Path.prototype.fromJSON.call( this, json );
  22934. this.uuid = json.uuid;
  22935. this.holes = [];
  22936. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22937. var hole = json.holes[ i ];
  22938. this.holes.push( new Path().fromJSON( hole ) );
  22939. }
  22940. return this;
  22941. }
  22942. } );
  22943. /**
  22944. * @author mrdoob / http://mrdoob.com/
  22945. * @author alteredq / http://alteredqualia.com/
  22946. */
  22947. function Light( color, intensity ) {
  22948. Object3D.call( this );
  22949. this.type = 'Light';
  22950. this.color = new Color( color );
  22951. this.intensity = intensity !== undefined ? intensity : 1;
  22952. this.receiveShadow = undefined;
  22953. }
  22954. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22955. constructor: Light,
  22956. isLight: true,
  22957. copy: function ( source ) {
  22958. Object3D.prototype.copy.call( this, source );
  22959. this.color.copy( source.color );
  22960. this.intensity = source.intensity;
  22961. return this;
  22962. },
  22963. toJSON: function ( meta ) {
  22964. var data = Object3D.prototype.toJSON.call( this, meta );
  22965. data.object.color = this.color.getHex();
  22966. data.object.intensity = this.intensity;
  22967. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22968. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22969. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22970. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22971. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22972. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22973. return data;
  22974. }
  22975. } );
  22976. /**
  22977. * @author alteredq / http://alteredqualia.com/
  22978. */
  22979. function HemisphereLight( skyColor, groundColor, intensity ) {
  22980. Light.call( this, skyColor, intensity );
  22981. this.type = 'HemisphereLight';
  22982. this.castShadow = undefined;
  22983. this.position.copy( Object3D.DefaultUp );
  22984. this.updateMatrix();
  22985. this.groundColor = new Color( groundColor );
  22986. }
  22987. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22988. constructor: HemisphereLight,
  22989. isHemisphereLight: true,
  22990. copy: function ( source ) {
  22991. Light.prototype.copy.call( this, source );
  22992. this.groundColor.copy( source.groundColor );
  22993. return this;
  22994. }
  22995. } );
  22996. /**
  22997. * @author mrdoob / http://mrdoob.com/
  22998. */
  22999. function LightShadow( camera ) {
  23000. this.camera = camera;
  23001. this.bias = 0;
  23002. this.radius = 1;
  23003. this.mapSize = new Vector2( 512, 512 );
  23004. this.map = null;
  23005. this.mapPass = null;
  23006. this.matrix = new Matrix4();
  23007. this._frustum = new Frustum();
  23008. this._frameExtents = new Vector2( 1, 1 );
  23009. this._viewportCount = 1;
  23010. this._viewports = [
  23011. new Vector4( 0, 0, 1, 1 )
  23012. ];
  23013. }
  23014. Object.assign( LightShadow.prototype, {
  23015. _projScreenMatrix: new Matrix4(),
  23016. _lightPositionWorld: new Vector3(),
  23017. _lookTarget: new Vector3(),
  23018. getViewportCount: function () {
  23019. return this._viewportCount;
  23020. },
  23021. getFrustum: function () {
  23022. return this._frustum;
  23023. },
  23024. updateMatrices: function ( light ) {
  23025. var shadowCamera = this.camera,
  23026. shadowMatrix = this.matrix,
  23027. projScreenMatrix = this._projScreenMatrix,
  23028. lookTarget = this._lookTarget,
  23029. lightPositionWorld = this._lightPositionWorld;
  23030. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23031. shadowCamera.position.copy( lightPositionWorld );
  23032. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23033. shadowCamera.lookAt( lookTarget );
  23034. shadowCamera.updateMatrixWorld();
  23035. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23036. this._frustum.setFromMatrix( projScreenMatrix );
  23037. shadowMatrix.set(
  23038. 0.5, 0.0, 0.0, 0.5,
  23039. 0.0, 0.5, 0.0, 0.5,
  23040. 0.0, 0.0, 0.5, 0.5,
  23041. 0.0, 0.0, 0.0, 1.0
  23042. );
  23043. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23044. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23045. },
  23046. getViewport: function ( viewportIndex ) {
  23047. return this._viewports[ viewportIndex ];
  23048. },
  23049. getFrameExtents: function () {
  23050. return this._frameExtents;
  23051. },
  23052. copy: function ( source ) {
  23053. this.camera = source.camera.clone();
  23054. this.bias = source.bias;
  23055. this.radius = source.radius;
  23056. this.mapSize.copy( source.mapSize );
  23057. return this;
  23058. },
  23059. clone: function () {
  23060. return new this.constructor().copy( this );
  23061. },
  23062. toJSON: function () {
  23063. var object = {};
  23064. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23065. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23066. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23067. object.camera = this.camera.toJSON( false ).object;
  23068. delete object.camera.matrix;
  23069. return object;
  23070. }
  23071. } );
  23072. /**
  23073. * @author mrdoob / http://mrdoob.com/
  23074. */
  23075. function SpotLightShadow() {
  23076. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23077. }
  23078. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23079. constructor: SpotLightShadow,
  23080. isSpotLightShadow: true,
  23081. updateMatrices: function ( light ) {
  23082. var camera = this.camera;
  23083. var fov = _Math.RAD2DEG * 2 * light.angle;
  23084. var aspect = this.mapSize.width / this.mapSize.height;
  23085. var far = light.distance || camera.far;
  23086. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23087. camera.fov = fov;
  23088. camera.aspect = aspect;
  23089. camera.far = far;
  23090. camera.updateProjectionMatrix();
  23091. }
  23092. LightShadow.prototype.updateMatrices.call( this, light );
  23093. }
  23094. } );
  23095. /**
  23096. * @author alteredq / http://alteredqualia.com/
  23097. */
  23098. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23099. Light.call( this, color, intensity );
  23100. this.type = 'SpotLight';
  23101. this.position.copy( Object3D.DefaultUp );
  23102. this.updateMatrix();
  23103. this.target = new Object3D();
  23104. Object.defineProperty( this, 'power', {
  23105. get: function () {
  23106. // intensity = power per solid angle.
  23107. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23108. return this.intensity * Math.PI;
  23109. },
  23110. set: function ( power ) {
  23111. // intensity = power per solid angle.
  23112. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23113. this.intensity = power / Math.PI;
  23114. }
  23115. } );
  23116. this.distance = ( distance !== undefined ) ? distance : 0;
  23117. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23118. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23119. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23120. this.shadow = new SpotLightShadow();
  23121. }
  23122. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23123. constructor: SpotLight,
  23124. isSpotLight: true,
  23125. copy: function ( source ) {
  23126. Light.prototype.copy.call( this, source );
  23127. this.distance = source.distance;
  23128. this.angle = source.angle;
  23129. this.penumbra = source.penumbra;
  23130. this.decay = source.decay;
  23131. this.target = source.target.clone();
  23132. this.shadow = source.shadow.clone();
  23133. return this;
  23134. }
  23135. } );
  23136. function PointLightShadow() {
  23137. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23138. this._frameExtents = new Vector2( 4, 2 );
  23139. this._viewportCount = 6;
  23140. this._viewports = [
  23141. // These viewports map a cube-map onto a 2D texture with the
  23142. // following orientation:
  23143. //
  23144. // xzXZ
  23145. // y Y
  23146. //
  23147. // X - Positive x direction
  23148. // x - Negative x direction
  23149. // Y - Positive y direction
  23150. // y - Negative y direction
  23151. // Z - Positive z direction
  23152. // z - Negative z direction
  23153. // positive X
  23154. new Vector4( 2, 1, 1, 1 ),
  23155. // negative X
  23156. new Vector4( 0, 1, 1, 1 ),
  23157. // positive Z
  23158. new Vector4( 3, 1, 1, 1 ),
  23159. // negative Z
  23160. new Vector4( 1, 1, 1, 1 ),
  23161. // positive Y
  23162. new Vector4( 3, 0, 1, 1 ),
  23163. // negative Y
  23164. new Vector4( 1, 0, 1, 1 )
  23165. ];
  23166. this._cubeDirections = [
  23167. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23168. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23169. ];
  23170. this._cubeUps = [
  23171. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23172. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23173. ];
  23174. }
  23175. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23176. constructor: PointLightShadow,
  23177. isPointLightShadow: true,
  23178. updateMatrices: function ( light, viewportIndex ) {
  23179. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23180. var camera = this.camera,
  23181. shadowMatrix = this.matrix,
  23182. lightPositionWorld = this._lightPositionWorld,
  23183. lookTarget = this._lookTarget,
  23184. projScreenMatrix = this._projScreenMatrix;
  23185. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23186. camera.position.copy( lightPositionWorld );
  23187. lookTarget.copy( camera.position );
  23188. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23189. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23190. camera.lookAt( lookTarget );
  23191. camera.updateMatrixWorld();
  23192. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23193. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23194. this._frustum.setFromMatrix( projScreenMatrix );
  23195. }
  23196. } );
  23197. /**
  23198. * @author mrdoob / http://mrdoob.com/
  23199. */
  23200. function PointLight( color, intensity, distance, decay ) {
  23201. Light.call( this, color, intensity );
  23202. this.type = 'PointLight';
  23203. Object.defineProperty( this, 'power', {
  23204. get: function () {
  23205. // intensity = power per solid angle.
  23206. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23207. return this.intensity * 4 * Math.PI;
  23208. },
  23209. set: function ( power ) {
  23210. // intensity = power per solid angle.
  23211. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23212. this.intensity = power / ( 4 * Math.PI );
  23213. }
  23214. } );
  23215. this.distance = ( distance !== undefined ) ? distance : 0;
  23216. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23217. this.shadow = new PointLightShadow();
  23218. }
  23219. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23220. constructor: PointLight,
  23221. isPointLight: true,
  23222. copy: function ( source ) {
  23223. Light.prototype.copy.call( this, source );
  23224. this.distance = source.distance;
  23225. this.decay = source.decay;
  23226. this.shadow = source.shadow.clone();
  23227. return this;
  23228. }
  23229. } );
  23230. /**
  23231. * @author alteredq / http://alteredqualia.com/
  23232. * @author arose / http://github.com/arose
  23233. */
  23234. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23235. Camera.call( this );
  23236. this.type = 'OrthographicCamera';
  23237. this.zoom = 1;
  23238. this.view = null;
  23239. this.left = ( left !== undefined ) ? left : - 1;
  23240. this.right = ( right !== undefined ) ? right : 1;
  23241. this.top = ( top !== undefined ) ? top : 1;
  23242. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23243. this.near = ( near !== undefined ) ? near : 0.1;
  23244. this.far = ( far !== undefined ) ? far : 2000;
  23245. this.updateProjectionMatrix();
  23246. }
  23247. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23248. constructor: OrthographicCamera,
  23249. isOrthographicCamera: true,
  23250. copy: function ( source, recursive ) {
  23251. Camera.prototype.copy.call( this, source, recursive );
  23252. this.left = source.left;
  23253. this.right = source.right;
  23254. this.top = source.top;
  23255. this.bottom = source.bottom;
  23256. this.near = source.near;
  23257. this.far = source.far;
  23258. this.zoom = source.zoom;
  23259. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23260. return this;
  23261. },
  23262. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23263. if ( this.view === null ) {
  23264. this.view = {
  23265. enabled: true,
  23266. fullWidth: 1,
  23267. fullHeight: 1,
  23268. offsetX: 0,
  23269. offsetY: 0,
  23270. width: 1,
  23271. height: 1
  23272. };
  23273. }
  23274. this.view.enabled = true;
  23275. this.view.fullWidth = fullWidth;
  23276. this.view.fullHeight = fullHeight;
  23277. this.view.offsetX = x;
  23278. this.view.offsetY = y;
  23279. this.view.width = width;
  23280. this.view.height = height;
  23281. this.updateProjectionMatrix();
  23282. },
  23283. clearViewOffset: function () {
  23284. if ( this.view !== null ) {
  23285. this.view.enabled = false;
  23286. }
  23287. this.updateProjectionMatrix();
  23288. },
  23289. updateProjectionMatrix: function () {
  23290. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23291. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23292. var cx = ( this.right + this.left ) / 2;
  23293. var cy = ( this.top + this.bottom ) / 2;
  23294. var left = cx - dx;
  23295. var right = cx + dx;
  23296. var top = cy + dy;
  23297. var bottom = cy - dy;
  23298. if ( this.view !== null && this.view.enabled ) {
  23299. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23300. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23301. var scaleW = ( this.right - this.left ) / this.view.width;
  23302. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23303. left += scaleW * ( this.view.offsetX / zoomW );
  23304. right = left + scaleW * ( this.view.width / zoomW );
  23305. top -= scaleH * ( this.view.offsetY / zoomH );
  23306. bottom = top - scaleH * ( this.view.height / zoomH );
  23307. }
  23308. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23309. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23310. },
  23311. toJSON: function ( meta ) {
  23312. var data = Object3D.prototype.toJSON.call( this, meta );
  23313. data.object.zoom = this.zoom;
  23314. data.object.left = this.left;
  23315. data.object.right = this.right;
  23316. data.object.top = this.top;
  23317. data.object.bottom = this.bottom;
  23318. data.object.near = this.near;
  23319. data.object.far = this.far;
  23320. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23321. return data;
  23322. }
  23323. } );
  23324. /**
  23325. * @author mrdoob / http://mrdoob.com/
  23326. */
  23327. function DirectionalLightShadow() {
  23328. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23329. }
  23330. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23331. constructor: DirectionalLightShadow,
  23332. isDirectionalLightShadow: true,
  23333. updateMatrices: function ( light ) {
  23334. LightShadow.prototype.updateMatrices.call( this, light );
  23335. }
  23336. } );
  23337. /**
  23338. * @author mrdoob / http://mrdoob.com/
  23339. * @author alteredq / http://alteredqualia.com/
  23340. */
  23341. function DirectionalLight( color, intensity ) {
  23342. Light.call( this, color, intensity );
  23343. this.type = 'DirectionalLight';
  23344. this.position.copy( Object3D.DefaultUp );
  23345. this.updateMatrix();
  23346. this.target = new Object3D();
  23347. this.shadow = new DirectionalLightShadow();
  23348. }
  23349. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23350. constructor: DirectionalLight,
  23351. isDirectionalLight: true,
  23352. copy: function ( source ) {
  23353. Light.prototype.copy.call( this, source );
  23354. this.target = source.target.clone();
  23355. this.shadow = source.shadow.clone();
  23356. return this;
  23357. }
  23358. } );
  23359. /**
  23360. * @author mrdoob / http://mrdoob.com/
  23361. */
  23362. function AmbientLight( color, intensity ) {
  23363. Light.call( this, color, intensity );
  23364. this.type = 'AmbientLight';
  23365. this.castShadow = undefined;
  23366. }
  23367. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23368. constructor: AmbientLight,
  23369. isAmbientLight: true
  23370. } );
  23371. /**
  23372. * @author abelnation / http://github.com/abelnation
  23373. */
  23374. function RectAreaLight( color, intensity, width, height ) {
  23375. Light.call( this, color, intensity );
  23376. this.type = 'RectAreaLight';
  23377. this.width = ( width !== undefined ) ? width : 10;
  23378. this.height = ( height !== undefined ) ? height : 10;
  23379. }
  23380. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23381. constructor: RectAreaLight,
  23382. isRectAreaLight: true,
  23383. copy: function ( source ) {
  23384. Light.prototype.copy.call( this, source );
  23385. this.width = source.width;
  23386. this.height = source.height;
  23387. return this;
  23388. },
  23389. toJSON: function ( meta ) {
  23390. var data = Light.prototype.toJSON.call( this, meta );
  23391. data.object.width = this.width;
  23392. data.object.height = this.height;
  23393. return data;
  23394. }
  23395. } );
  23396. /**
  23397. * @author mrdoob / http://mrdoob.com/
  23398. */
  23399. function MaterialLoader( manager ) {
  23400. Loader.call( this, manager );
  23401. this.textures = {};
  23402. }
  23403. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23404. constructor: MaterialLoader,
  23405. load: function ( url, onLoad, onProgress, onError ) {
  23406. var scope = this;
  23407. var loader = new FileLoader( scope.manager );
  23408. loader.setPath( scope.path );
  23409. loader.load( url, function ( text ) {
  23410. onLoad( scope.parse( JSON.parse( text ) ) );
  23411. }, onProgress, onError );
  23412. },
  23413. parse: function ( json ) {
  23414. var textures = this.textures;
  23415. function getTexture( name ) {
  23416. if ( textures[ name ] === undefined ) {
  23417. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23418. }
  23419. return textures[ name ];
  23420. }
  23421. var material = new Materials[ json.type ]();
  23422. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23423. if ( json.name !== undefined ) { material.name = json.name; }
  23424. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23425. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23426. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23427. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23428. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23429. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23430. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23431. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23432. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23433. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23434. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23435. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23436. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23437. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23438. if ( json.side !== undefined ) { material.side = json.side; }
  23439. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23440. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23441. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23442. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23443. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23444. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23445. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23446. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23447. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23448. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23449. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23450. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23451. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23452. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23453. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23454. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23455. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23456. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23457. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23458. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23459. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23460. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23461. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23462. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23463. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23464. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23465. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23466. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23467. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23468. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23469. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23470. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23471. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23472. // Shader Material
  23473. if ( json.uniforms !== undefined ) {
  23474. for ( var name in json.uniforms ) {
  23475. var uniform = json.uniforms[ name ];
  23476. material.uniforms[ name ] = {};
  23477. switch ( uniform.type ) {
  23478. case 't':
  23479. material.uniforms[ name ].value = getTexture( uniform.value );
  23480. break;
  23481. case 'c':
  23482. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23483. break;
  23484. case 'v2':
  23485. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23486. break;
  23487. case 'v3':
  23488. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23489. break;
  23490. case 'v4':
  23491. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23492. break;
  23493. case 'm3':
  23494. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23495. case 'm4':
  23496. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23497. break;
  23498. default:
  23499. material.uniforms[ name ].value = uniform.value;
  23500. }
  23501. }
  23502. }
  23503. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23504. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23505. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23506. if ( json.extensions !== undefined ) {
  23507. for ( var key in json.extensions ) {
  23508. material.extensions[ key ] = json.extensions[ key ];
  23509. }
  23510. }
  23511. // Deprecated
  23512. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23513. // for PointsMaterial
  23514. if ( json.size !== undefined ) { material.size = json.size; }
  23515. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23516. // maps
  23517. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23518. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23519. if ( json.alphaMap !== undefined ) {
  23520. material.alphaMap = getTexture( json.alphaMap );
  23521. material.transparent = true;
  23522. }
  23523. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23524. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23525. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23526. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23527. if ( json.normalScale !== undefined ) {
  23528. var normalScale = json.normalScale;
  23529. if ( Array.isArray( normalScale ) === false ) {
  23530. // Blender exporter used to export a scalar. See #7459
  23531. normalScale = [ normalScale, normalScale ];
  23532. }
  23533. material.normalScale = new Vector2().fromArray( normalScale );
  23534. }
  23535. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23536. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23537. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23538. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23539. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23540. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23541. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23542. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23543. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23544. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23545. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23546. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23547. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23548. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23549. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23550. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23551. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23552. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23553. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23554. return material;
  23555. },
  23556. setTextures: function ( value ) {
  23557. this.textures = value;
  23558. return this;
  23559. }
  23560. } );
  23561. /**
  23562. * @author Don McCurdy / https://www.donmccurdy.com
  23563. */
  23564. var LoaderUtils = {
  23565. decodeText: function ( array ) {
  23566. if ( typeof TextDecoder !== 'undefined' ) {
  23567. return new TextDecoder().decode( array );
  23568. }
  23569. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23570. // throws a "maximum call stack size exceeded" error for large arrays.
  23571. var s = '';
  23572. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23573. // Implicitly assumes little-endian.
  23574. s += String.fromCharCode( array[ i ] );
  23575. }
  23576. try {
  23577. // merges multi-byte utf-8 characters.
  23578. return decodeURIComponent( escape( s ) );
  23579. } catch ( e ) { // see #16358
  23580. return s;
  23581. }
  23582. },
  23583. extractUrlBase: function ( url ) {
  23584. var index = url.lastIndexOf( '/' );
  23585. if ( index === - 1 ) { return './'; }
  23586. return url.substr( 0, index + 1 );
  23587. }
  23588. };
  23589. /**
  23590. * @author benaadams / https://twitter.com/ben_a_adams
  23591. */
  23592. function InstancedBufferGeometry() {
  23593. BufferGeometry.call( this );
  23594. this.type = 'InstancedBufferGeometry';
  23595. this.maxInstancedCount = undefined;
  23596. }
  23597. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23598. constructor: InstancedBufferGeometry,
  23599. isInstancedBufferGeometry: true,
  23600. copy: function ( source ) {
  23601. BufferGeometry.prototype.copy.call( this, source );
  23602. this.maxInstancedCount = source.maxInstancedCount;
  23603. return this;
  23604. },
  23605. clone: function () {
  23606. return new this.constructor().copy( this );
  23607. },
  23608. toJSON: function () {
  23609. var data = BufferGeometry.prototype.toJSON.call( this );
  23610. data.maxInstancedCount = this.maxInstancedCount;
  23611. data.isInstancedBufferGeometry = true;
  23612. return data;
  23613. }
  23614. } );
  23615. /**
  23616. * @author benaadams / https://twitter.com/ben_a_adams
  23617. */
  23618. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23619. if ( typeof ( normalized ) === 'number' ) {
  23620. meshPerAttribute = normalized;
  23621. normalized = false;
  23622. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23623. }
  23624. BufferAttribute.call( this, array, itemSize, normalized );
  23625. this.meshPerAttribute = meshPerAttribute || 1;
  23626. }
  23627. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23628. constructor: InstancedBufferAttribute,
  23629. isInstancedBufferAttribute: true,
  23630. copy: function ( source ) {
  23631. BufferAttribute.prototype.copy.call( this, source );
  23632. this.meshPerAttribute = source.meshPerAttribute;
  23633. return this;
  23634. },
  23635. toJSON: function () {
  23636. var data = BufferAttribute.prototype.toJSON.call( this );
  23637. data.meshPerAttribute = this.meshPerAttribute;
  23638. data.isInstancedBufferAttribute = true;
  23639. return data;
  23640. }
  23641. } );
  23642. /**
  23643. * @author mrdoob / http://mrdoob.com/
  23644. */
  23645. function BufferGeometryLoader( manager ) {
  23646. Loader.call( this, manager );
  23647. }
  23648. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23649. constructor: BufferGeometryLoader,
  23650. load: function ( url, onLoad, onProgress, onError ) {
  23651. var scope = this;
  23652. var loader = new FileLoader( scope.manager );
  23653. loader.setPath( scope.path );
  23654. loader.load( url, function ( text ) {
  23655. onLoad( scope.parse( JSON.parse( text ) ) );
  23656. }, onProgress, onError );
  23657. },
  23658. parse: function ( json ) {
  23659. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23660. var index = json.data.index;
  23661. if ( index !== undefined ) {
  23662. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23663. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23664. }
  23665. var attributes = json.data.attributes;
  23666. for ( var key in attributes ) {
  23667. var attribute = attributes[ key ];
  23668. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23669. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23670. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23671. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23672. geometry.setAttribute( key, bufferAttribute );
  23673. }
  23674. var morphAttributes = json.data.morphAttributes;
  23675. if ( morphAttributes ) {
  23676. for ( var key in morphAttributes ) {
  23677. var attributeArray = morphAttributes[ key ];
  23678. var array = [];
  23679. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23680. var attribute = attributeArray[ i ];
  23681. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23682. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23683. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23684. array.push( bufferAttribute );
  23685. }
  23686. geometry.morphAttributes[ key ] = array;
  23687. }
  23688. }
  23689. var morphTargetsRelative = json.data.morphTargetsRelative;
  23690. if ( morphTargetsRelative ) {
  23691. geometry.morphTargetsRelative = true;
  23692. }
  23693. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23694. if ( groups !== undefined ) {
  23695. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23696. var group = groups[ i ];
  23697. geometry.addGroup( group.start, group.count, group.materialIndex );
  23698. }
  23699. }
  23700. var boundingSphere = json.data.boundingSphere;
  23701. if ( boundingSphere !== undefined ) {
  23702. var center = new Vector3();
  23703. if ( boundingSphere.center !== undefined ) {
  23704. center.fromArray( boundingSphere.center );
  23705. }
  23706. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23707. }
  23708. if ( json.name ) { geometry.name = json.name; }
  23709. if ( json.userData ) { geometry.userData = json.userData; }
  23710. return geometry;
  23711. }
  23712. } );
  23713. var TYPED_ARRAYS = {
  23714. Int8Array: Int8Array,
  23715. Uint8Array: Uint8Array,
  23716. // Workaround for IE11 pre KB2929437. See #11440
  23717. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23718. Int16Array: Int16Array,
  23719. Uint16Array: Uint16Array,
  23720. Int32Array: Int32Array,
  23721. Uint32Array: Uint32Array,
  23722. Float32Array: Float32Array,
  23723. Float64Array: Float64Array
  23724. };
  23725. /**
  23726. * @author mrdoob / http://mrdoob.com/
  23727. */
  23728. function ObjectLoader( manager ) {
  23729. Loader.call( this, manager );
  23730. }
  23731. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23732. constructor: ObjectLoader,
  23733. load: function ( url, onLoad, onProgress, onError ) {
  23734. var scope = this;
  23735. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23736. this.resourcePath = this.resourcePath || path;
  23737. var loader = new FileLoader( scope.manager );
  23738. loader.setPath( this.path );
  23739. loader.load( url, function ( text ) {
  23740. var json = null;
  23741. try {
  23742. json = JSON.parse( text );
  23743. } catch ( error ) {
  23744. if ( onError !== undefined ) { onError( error ); }
  23745. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23746. return;
  23747. }
  23748. var metadata = json.metadata;
  23749. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23750. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23751. return;
  23752. }
  23753. scope.parse( json, onLoad );
  23754. }, onProgress, onError );
  23755. },
  23756. parse: function ( json, onLoad ) {
  23757. var shapes = this.parseShape( json.shapes );
  23758. var geometries = this.parseGeometries( json.geometries, shapes );
  23759. var images = this.parseImages( json.images, function () {
  23760. if ( onLoad !== undefined ) { onLoad( object ); }
  23761. } );
  23762. var textures = this.parseTextures( json.textures, images );
  23763. var materials = this.parseMaterials( json.materials, textures );
  23764. var object = this.parseObject( json.object, geometries, materials );
  23765. if ( json.animations ) {
  23766. object.animations = this.parseAnimations( json.animations );
  23767. }
  23768. if ( json.images === undefined || json.images.length === 0 ) {
  23769. if ( onLoad !== undefined ) { onLoad( object ); }
  23770. }
  23771. return object;
  23772. },
  23773. parseShape: function ( json ) {
  23774. var shapes = {};
  23775. if ( json !== undefined ) {
  23776. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23777. var shape = new Shape().fromJSON( json[ i ] );
  23778. shapes[ shape.uuid ] = shape;
  23779. }
  23780. }
  23781. return shapes;
  23782. },
  23783. parseGeometries: function ( json, shapes ) {
  23784. var geometries = {};
  23785. if ( json !== undefined ) {
  23786. var bufferGeometryLoader = new BufferGeometryLoader();
  23787. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23788. var geometry;
  23789. var data = json[ i ];
  23790. switch ( data.type ) {
  23791. case 'PlaneGeometry':
  23792. case 'PlaneBufferGeometry':
  23793. geometry = new Geometries[ data.type ](
  23794. data.width,
  23795. data.height,
  23796. data.widthSegments,
  23797. data.heightSegments
  23798. );
  23799. break;
  23800. case 'BoxGeometry':
  23801. case 'BoxBufferGeometry':
  23802. case 'CubeGeometry': // backwards compatible
  23803. geometry = new Geometries[ data.type ](
  23804. data.width,
  23805. data.height,
  23806. data.depth,
  23807. data.widthSegments,
  23808. data.heightSegments,
  23809. data.depthSegments
  23810. );
  23811. break;
  23812. case 'CircleGeometry':
  23813. case 'CircleBufferGeometry':
  23814. geometry = new Geometries[ data.type ](
  23815. data.radius,
  23816. data.segments,
  23817. data.thetaStart,
  23818. data.thetaLength
  23819. );
  23820. break;
  23821. case 'CylinderGeometry':
  23822. case 'CylinderBufferGeometry':
  23823. geometry = new Geometries[ data.type ](
  23824. data.radiusTop,
  23825. data.radiusBottom,
  23826. data.height,
  23827. data.radialSegments,
  23828. data.heightSegments,
  23829. data.openEnded,
  23830. data.thetaStart,
  23831. data.thetaLength
  23832. );
  23833. break;
  23834. case 'ConeGeometry':
  23835. case 'ConeBufferGeometry':
  23836. geometry = new Geometries[ data.type ](
  23837. data.radius,
  23838. data.height,
  23839. data.radialSegments,
  23840. data.heightSegments,
  23841. data.openEnded,
  23842. data.thetaStart,
  23843. data.thetaLength
  23844. );
  23845. break;
  23846. case 'SphereGeometry':
  23847. case 'SphereBufferGeometry':
  23848. geometry = new Geometries[ data.type ](
  23849. data.radius,
  23850. data.widthSegments,
  23851. data.heightSegments,
  23852. data.phiStart,
  23853. data.phiLength,
  23854. data.thetaStart,
  23855. data.thetaLength
  23856. );
  23857. break;
  23858. case 'DodecahedronGeometry':
  23859. case 'DodecahedronBufferGeometry':
  23860. case 'IcosahedronGeometry':
  23861. case 'IcosahedronBufferGeometry':
  23862. case 'OctahedronGeometry':
  23863. case 'OctahedronBufferGeometry':
  23864. case 'TetrahedronGeometry':
  23865. case 'TetrahedronBufferGeometry':
  23866. geometry = new Geometries[ data.type ](
  23867. data.radius,
  23868. data.detail
  23869. );
  23870. break;
  23871. case 'RingGeometry':
  23872. case 'RingBufferGeometry':
  23873. geometry = new Geometries[ data.type ](
  23874. data.innerRadius,
  23875. data.outerRadius,
  23876. data.thetaSegments,
  23877. data.phiSegments,
  23878. data.thetaStart,
  23879. data.thetaLength
  23880. );
  23881. break;
  23882. case 'TorusGeometry':
  23883. case 'TorusBufferGeometry':
  23884. geometry = new Geometries[ data.type ](
  23885. data.radius,
  23886. data.tube,
  23887. data.radialSegments,
  23888. data.tubularSegments,
  23889. data.arc
  23890. );
  23891. break;
  23892. case 'TorusKnotGeometry':
  23893. case 'TorusKnotBufferGeometry':
  23894. geometry = new Geometries[ data.type ](
  23895. data.radius,
  23896. data.tube,
  23897. data.tubularSegments,
  23898. data.radialSegments,
  23899. data.p,
  23900. data.q
  23901. );
  23902. break;
  23903. case 'TubeGeometry':
  23904. case 'TubeBufferGeometry':
  23905. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23906. // User defined curves or instances of CurvePath will not be deserialized.
  23907. geometry = new Geometries[ data.type ](
  23908. new Curves[ data.path.type ]().fromJSON( data.path ),
  23909. data.tubularSegments,
  23910. data.radius,
  23911. data.radialSegments,
  23912. data.closed
  23913. );
  23914. break;
  23915. case 'LatheGeometry':
  23916. case 'LatheBufferGeometry':
  23917. geometry = new Geometries[ data.type ](
  23918. data.points,
  23919. data.segments,
  23920. data.phiStart,
  23921. data.phiLength
  23922. );
  23923. break;
  23924. case 'PolyhedronGeometry':
  23925. case 'PolyhedronBufferGeometry':
  23926. geometry = new Geometries[ data.type ](
  23927. data.vertices,
  23928. data.indices,
  23929. data.radius,
  23930. data.details
  23931. );
  23932. break;
  23933. case 'ShapeGeometry':
  23934. case 'ShapeBufferGeometry':
  23935. var geometryShapes = [];
  23936. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23937. var shape = shapes[ data.shapes[ j ] ];
  23938. geometryShapes.push( shape );
  23939. }
  23940. geometry = new Geometries[ data.type ](
  23941. geometryShapes,
  23942. data.curveSegments
  23943. );
  23944. break;
  23945. case 'ExtrudeGeometry':
  23946. case 'ExtrudeBufferGeometry':
  23947. var geometryShapes = [];
  23948. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23949. var shape = shapes[ data.shapes[ j ] ];
  23950. geometryShapes.push( shape );
  23951. }
  23952. var extrudePath = data.options.extrudePath;
  23953. if ( extrudePath !== undefined ) {
  23954. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23955. }
  23956. geometry = new Geometries[ data.type ](
  23957. geometryShapes,
  23958. data.options
  23959. );
  23960. break;
  23961. case 'BufferGeometry':
  23962. case 'InstancedBufferGeometry':
  23963. geometry = bufferGeometryLoader.parse( data );
  23964. break;
  23965. case 'Geometry':
  23966. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23967. var geometryLoader = new THREE.LegacyJSONLoader();
  23968. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23969. } else {
  23970. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23971. }
  23972. break;
  23973. default:
  23974. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23975. continue;
  23976. }
  23977. geometry.uuid = data.uuid;
  23978. if ( data.name !== undefined ) { geometry.name = data.name; }
  23979. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23980. geometries[ data.uuid ] = geometry;
  23981. }
  23982. }
  23983. return geometries;
  23984. },
  23985. parseMaterials: function ( json, textures ) {
  23986. var cache = {}; // MultiMaterial
  23987. var materials = {};
  23988. if ( json !== undefined ) {
  23989. var loader = new MaterialLoader();
  23990. loader.setTextures( textures );
  23991. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23992. var data = json[ i ];
  23993. if ( data.type === 'MultiMaterial' ) {
  23994. // Deprecated
  23995. var array = [];
  23996. for ( var j = 0; j < data.materials.length; j ++ ) {
  23997. var material = data.materials[ j ];
  23998. if ( cache[ material.uuid ] === undefined ) {
  23999. cache[ material.uuid ] = loader.parse( material );
  24000. }
  24001. array.push( cache[ material.uuid ] );
  24002. }
  24003. materials[ data.uuid ] = array;
  24004. } else {
  24005. if ( cache[ data.uuid ] === undefined ) {
  24006. cache[ data.uuid ] = loader.parse( data );
  24007. }
  24008. materials[ data.uuid ] = cache[ data.uuid ];
  24009. }
  24010. }
  24011. }
  24012. return materials;
  24013. },
  24014. parseAnimations: function ( json ) {
  24015. var animations = [];
  24016. for ( var i = 0; i < json.length; i ++ ) {
  24017. var data = json[ i ];
  24018. var clip = AnimationClip.parse( data );
  24019. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24020. animations.push( clip );
  24021. }
  24022. return animations;
  24023. },
  24024. parseImages: function ( json, onLoad ) {
  24025. var scope = this;
  24026. var images = {};
  24027. function loadImage( url ) {
  24028. scope.manager.itemStart( url );
  24029. return loader.load( url, function () {
  24030. scope.manager.itemEnd( url );
  24031. }, undefined, function () {
  24032. scope.manager.itemError( url );
  24033. scope.manager.itemEnd( url );
  24034. } );
  24035. }
  24036. if ( json !== undefined && json.length > 0 ) {
  24037. var manager = new LoadingManager( onLoad );
  24038. var loader = new ImageLoader( manager );
  24039. loader.setCrossOrigin( this.crossOrigin );
  24040. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24041. var image = json[ i ];
  24042. var url = image.url;
  24043. if ( Array.isArray( url ) ) {
  24044. // load array of images e.g CubeTexture
  24045. images[ image.uuid ] = [];
  24046. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24047. var currentUrl = url[ j ];
  24048. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24049. images[ image.uuid ].push( loadImage( path ) );
  24050. }
  24051. } else {
  24052. // load single image
  24053. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24054. images[ image.uuid ] = loadImage( path );
  24055. }
  24056. }
  24057. }
  24058. return images;
  24059. },
  24060. parseTextures: function ( json, images ) {
  24061. function parseConstant( value, type ) {
  24062. if ( typeof value === 'number' ) { return value; }
  24063. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24064. return type[ value ];
  24065. }
  24066. var textures = {};
  24067. if ( json !== undefined ) {
  24068. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24069. var data = json[ i ];
  24070. if ( data.image === undefined ) {
  24071. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24072. }
  24073. if ( images[ data.image ] === undefined ) {
  24074. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24075. }
  24076. var texture;
  24077. if ( Array.isArray( images[ data.image ] ) ) {
  24078. texture = new CubeTexture( images[ data.image ] );
  24079. } else {
  24080. texture = new Texture( images[ data.image ] );
  24081. }
  24082. texture.needsUpdate = true;
  24083. texture.uuid = data.uuid;
  24084. if ( data.name !== undefined ) { texture.name = data.name; }
  24085. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24086. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24087. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24088. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24089. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24090. if ( data.wrap !== undefined ) {
  24091. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24092. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24093. }
  24094. if ( data.format !== undefined ) { texture.format = data.format; }
  24095. if ( data.type !== undefined ) { texture.type = data.type; }
  24096. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24097. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24098. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24099. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24100. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24101. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24102. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24103. textures[ data.uuid ] = texture;
  24104. }
  24105. }
  24106. return textures;
  24107. },
  24108. parseObject: function ( data, geometries, materials ) {
  24109. var object;
  24110. function getGeometry( name ) {
  24111. if ( geometries[ name ] === undefined ) {
  24112. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24113. }
  24114. return geometries[ name ];
  24115. }
  24116. function getMaterial( name ) {
  24117. if ( name === undefined ) { return undefined; }
  24118. if ( Array.isArray( name ) ) {
  24119. var array = [];
  24120. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24121. var uuid = name[ i ];
  24122. if ( materials[ uuid ] === undefined ) {
  24123. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24124. }
  24125. array.push( materials[ uuid ] );
  24126. }
  24127. return array;
  24128. }
  24129. if ( materials[ name ] === undefined ) {
  24130. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24131. }
  24132. return materials[ name ];
  24133. }
  24134. switch ( data.type ) {
  24135. case 'Scene':
  24136. object = new Scene();
  24137. if ( data.background !== undefined ) {
  24138. if ( Number.isInteger( data.background ) ) {
  24139. object.background = new Color( data.background );
  24140. }
  24141. }
  24142. if ( data.fog !== undefined ) {
  24143. if ( data.fog.type === 'Fog' ) {
  24144. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24145. } else if ( data.fog.type === 'FogExp2' ) {
  24146. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24147. }
  24148. }
  24149. break;
  24150. case 'PerspectiveCamera':
  24151. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24152. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24153. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24154. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24155. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24156. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24157. break;
  24158. case 'OrthographicCamera':
  24159. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24160. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24161. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24162. break;
  24163. case 'AmbientLight':
  24164. object = new AmbientLight( data.color, data.intensity );
  24165. break;
  24166. case 'DirectionalLight':
  24167. object = new DirectionalLight( data.color, data.intensity );
  24168. break;
  24169. case 'PointLight':
  24170. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24171. break;
  24172. case 'RectAreaLight':
  24173. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24174. break;
  24175. case 'SpotLight':
  24176. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24177. break;
  24178. case 'HemisphereLight':
  24179. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24180. break;
  24181. case 'SkinnedMesh':
  24182. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24183. case 'Mesh':
  24184. var geometry = getGeometry( data.geometry );
  24185. var material = getMaterial( data.material );
  24186. if ( geometry.bones && geometry.bones.length > 0 ) {
  24187. object = new SkinnedMesh( geometry, material );
  24188. } else {
  24189. object = new Mesh( geometry, material );
  24190. }
  24191. break;
  24192. case 'InstancedMesh':
  24193. var geometry = getGeometry( data.geometry );
  24194. var material = getMaterial( data.material );
  24195. var count = data.count;
  24196. var instanceMatrix = data.instanceMatrix;
  24197. object = new InstancedMesh( geometry, material, count );
  24198. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24199. break;
  24200. case 'LOD':
  24201. object = new LOD();
  24202. break;
  24203. case 'Line':
  24204. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24205. break;
  24206. case 'LineLoop':
  24207. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24208. break;
  24209. case 'LineSegments':
  24210. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24211. break;
  24212. case 'PointCloud':
  24213. case 'Points':
  24214. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24215. break;
  24216. case 'Sprite':
  24217. object = new Sprite( getMaterial( data.material ) );
  24218. break;
  24219. case 'Group':
  24220. object = new Group();
  24221. break;
  24222. default:
  24223. object = new Object3D();
  24224. }
  24225. object.uuid = data.uuid;
  24226. if ( data.name !== undefined ) { object.name = data.name; }
  24227. if ( data.matrix !== undefined ) {
  24228. object.matrix.fromArray( data.matrix );
  24229. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24230. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24231. } else {
  24232. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24233. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24234. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24235. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24236. }
  24237. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24238. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24239. if ( data.shadow ) {
  24240. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24241. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24242. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24243. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24244. }
  24245. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24246. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24247. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24248. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24249. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24250. if ( data.children !== undefined ) {
  24251. var children = data.children;
  24252. for ( var i = 0; i < children.length; i ++ ) {
  24253. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24254. }
  24255. }
  24256. if ( data.type === 'LOD' ) {
  24257. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24258. var levels = data.levels;
  24259. for ( var l = 0; l < levels.length; l ++ ) {
  24260. var level = levels[ l ];
  24261. var child = object.getObjectByProperty( 'uuid', level.object );
  24262. if ( child !== undefined ) {
  24263. object.addLevel( child, level.distance );
  24264. }
  24265. }
  24266. }
  24267. return object;
  24268. }
  24269. } );
  24270. var TEXTURE_MAPPING = {
  24271. UVMapping: UVMapping,
  24272. CubeReflectionMapping: CubeReflectionMapping,
  24273. CubeRefractionMapping: CubeRefractionMapping,
  24274. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24275. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24276. SphericalReflectionMapping: SphericalReflectionMapping,
  24277. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24278. CubeUVRefractionMapping: CubeUVRefractionMapping
  24279. };
  24280. var TEXTURE_WRAPPING = {
  24281. RepeatWrapping: RepeatWrapping,
  24282. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24283. MirroredRepeatWrapping: MirroredRepeatWrapping
  24284. };
  24285. var TEXTURE_FILTER = {
  24286. NearestFilter: NearestFilter,
  24287. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24288. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24289. LinearFilter: LinearFilter,
  24290. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24291. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24292. };
  24293. /**
  24294. * @author thespite / http://clicktorelease.com/
  24295. */
  24296. function ImageBitmapLoader( manager ) {
  24297. if ( typeof createImageBitmap === 'undefined' ) {
  24298. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24299. }
  24300. if ( typeof fetch === 'undefined' ) {
  24301. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24302. }
  24303. Loader.call( this, manager );
  24304. this.options = undefined;
  24305. }
  24306. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24307. constructor: ImageBitmapLoader,
  24308. setOptions: function setOptions( options ) {
  24309. this.options = options;
  24310. return this;
  24311. },
  24312. load: function ( url, onLoad, onProgress, onError ) {
  24313. if ( url === undefined ) { url = ''; }
  24314. if ( this.path !== undefined ) { url = this.path + url; }
  24315. url = this.manager.resolveURL( url );
  24316. var scope = this;
  24317. var cached = Cache.get( url );
  24318. if ( cached !== undefined ) {
  24319. scope.manager.itemStart( url );
  24320. setTimeout( function () {
  24321. if ( onLoad ) { onLoad( cached ); }
  24322. scope.manager.itemEnd( url );
  24323. }, 0 );
  24324. return cached;
  24325. }
  24326. fetch( url ).then( function ( res ) {
  24327. return res.blob();
  24328. } ).then( function ( blob ) {
  24329. if ( scope.options === undefined ) {
  24330. // Workaround for FireFox. It causes an error if you pass options.
  24331. return createImageBitmap( blob );
  24332. } else {
  24333. return createImageBitmap( blob, scope.options );
  24334. }
  24335. } ).then( function ( imageBitmap ) {
  24336. Cache.add( url, imageBitmap );
  24337. if ( onLoad ) { onLoad( imageBitmap ); }
  24338. scope.manager.itemEnd( url );
  24339. } ).catch( function ( e ) {
  24340. if ( onError ) { onError( e ); }
  24341. scope.manager.itemError( url );
  24342. scope.manager.itemEnd( url );
  24343. } );
  24344. scope.manager.itemStart( url );
  24345. }
  24346. } );
  24347. /**
  24348. * @author zz85 / http://www.lab4games.net/zz85/blog
  24349. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24350. **/
  24351. function ShapePath() {
  24352. this.type = 'ShapePath';
  24353. this.color = new Color();
  24354. this.subPaths = [];
  24355. this.currentPath = null;
  24356. }
  24357. Object.assign( ShapePath.prototype, {
  24358. moveTo: function ( x, y ) {
  24359. this.currentPath = new Path();
  24360. this.subPaths.push( this.currentPath );
  24361. this.currentPath.moveTo( x, y );
  24362. return this;
  24363. },
  24364. lineTo: function ( x, y ) {
  24365. this.currentPath.lineTo( x, y );
  24366. return this;
  24367. },
  24368. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24369. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24370. return this;
  24371. },
  24372. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24373. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24374. return this;
  24375. },
  24376. splineThru: function ( pts ) {
  24377. this.currentPath.splineThru( pts );
  24378. return this;
  24379. },
  24380. toShapes: function ( isCCW, noHoles ) {
  24381. function toShapesNoHoles( inSubpaths ) {
  24382. var shapes = [];
  24383. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24384. var tmpPath = inSubpaths[ i ];
  24385. var tmpShape = new Shape();
  24386. tmpShape.curves = tmpPath.curves;
  24387. shapes.push( tmpShape );
  24388. }
  24389. return shapes;
  24390. }
  24391. function isPointInsidePolygon( inPt, inPolygon ) {
  24392. var polyLen = inPolygon.length;
  24393. // inPt on polygon contour => immediate success or
  24394. // toggling of inside/outside at every single! intersection point of an edge
  24395. // with the horizontal line through inPt, left of inPt
  24396. // not counting lowerY endpoints of edges and whole edges on that line
  24397. var inside = false;
  24398. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24399. var edgeLowPt = inPolygon[ p ];
  24400. var edgeHighPt = inPolygon[ q ];
  24401. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24402. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24403. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24404. // not parallel
  24405. if ( edgeDy < 0 ) {
  24406. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24407. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24408. }
  24409. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24410. if ( inPt.y === edgeLowPt.y ) {
  24411. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24412. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24413. } else {
  24414. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24415. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24416. if ( perpEdge < 0 ) { continue; }
  24417. inside = ! inside; // true intersection left of inPt
  24418. }
  24419. } else {
  24420. // parallel or collinear
  24421. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24422. // edge lies on the same horizontal line as inPt
  24423. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24424. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24425. // continue;
  24426. }
  24427. }
  24428. return inside;
  24429. }
  24430. var isClockWise = ShapeUtils.isClockWise;
  24431. var subPaths = this.subPaths;
  24432. if ( subPaths.length === 0 ) { return []; }
  24433. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24434. var solid, tmpPath, tmpShape, shapes = [];
  24435. if ( subPaths.length === 1 ) {
  24436. tmpPath = subPaths[ 0 ];
  24437. tmpShape = new Shape();
  24438. tmpShape.curves = tmpPath.curves;
  24439. shapes.push( tmpShape );
  24440. return shapes;
  24441. }
  24442. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24443. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24444. // console.log("Holes first", holesFirst);
  24445. var betterShapeHoles = [];
  24446. var newShapes = [];
  24447. var newShapeHoles = [];
  24448. var mainIdx = 0;
  24449. var tmpPoints;
  24450. newShapes[ mainIdx ] = undefined;
  24451. newShapeHoles[ mainIdx ] = [];
  24452. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24453. tmpPath = subPaths[ i ];
  24454. tmpPoints = tmpPath.getPoints();
  24455. solid = isClockWise( tmpPoints );
  24456. solid = isCCW ? ! solid : solid;
  24457. if ( solid ) {
  24458. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24459. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24460. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24461. if ( holesFirst ) { mainIdx ++; }
  24462. newShapeHoles[ mainIdx ] = [];
  24463. //console.log('cw', i);
  24464. } else {
  24465. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24466. //console.log('ccw', i);
  24467. }
  24468. }
  24469. // only Holes? -> probably all Shapes with wrong orientation
  24470. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24471. if ( newShapes.length > 1 ) {
  24472. var ambiguous = false;
  24473. var toChange = [];
  24474. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24475. betterShapeHoles[ sIdx ] = [];
  24476. }
  24477. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24478. var sho = newShapeHoles[ sIdx ];
  24479. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24480. var ho = sho[ hIdx ];
  24481. var hole_unassigned = true;
  24482. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24483. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24484. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24485. if ( hole_unassigned ) {
  24486. hole_unassigned = false;
  24487. betterShapeHoles[ s2Idx ].push( ho );
  24488. } else {
  24489. ambiguous = true;
  24490. }
  24491. }
  24492. }
  24493. if ( hole_unassigned ) {
  24494. betterShapeHoles[ sIdx ].push( ho );
  24495. }
  24496. }
  24497. }
  24498. // console.log("ambiguous: ", ambiguous);
  24499. if ( toChange.length > 0 ) {
  24500. // console.log("to change: ", toChange);
  24501. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24502. }
  24503. }
  24504. var tmpHoles;
  24505. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24506. tmpShape = newShapes[ i ].s;
  24507. shapes.push( tmpShape );
  24508. tmpHoles = newShapeHoles[ i ];
  24509. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24510. tmpShape.holes.push( tmpHoles[ j ].h );
  24511. }
  24512. }
  24513. //console.log("shape", shapes);
  24514. return shapes;
  24515. }
  24516. } );
  24517. /**
  24518. * @author zz85 / http://www.lab4games.net/zz85/blog
  24519. * @author mrdoob / http://mrdoob.com/
  24520. */
  24521. function Font( data ) {
  24522. this.type = 'Font';
  24523. this.data = data;
  24524. }
  24525. Object.assign( Font.prototype, {
  24526. isFont: true,
  24527. generateShapes: function ( text, size ) {
  24528. if ( size === undefined ) { size = 100; }
  24529. var shapes = [];
  24530. var paths = createPaths( text, size, this.data );
  24531. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24532. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24533. }
  24534. return shapes;
  24535. }
  24536. } );
  24537. function createPaths( text, size, data ) {
  24538. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24539. var scale = size / data.resolution;
  24540. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24541. var paths = [];
  24542. var offsetX = 0, offsetY = 0;
  24543. for ( var i = 0; i < chars.length; i ++ ) {
  24544. var char = chars[ i ];
  24545. if ( char === '\n' ) {
  24546. offsetX = 0;
  24547. offsetY -= line_height;
  24548. } else {
  24549. var ret = createPath( char, scale, offsetX, offsetY, data );
  24550. offsetX += ret.offsetX;
  24551. paths.push( ret.path );
  24552. }
  24553. }
  24554. return paths;
  24555. }
  24556. function createPath( char, scale, offsetX, offsetY, data ) {
  24557. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24558. if ( ! glyph ) {
  24559. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24560. return;
  24561. }
  24562. var path = new ShapePath();
  24563. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24564. if ( glyph.o ) {
  24565. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24566. for ( var i = 0, l = outline.length; i < l; ) {
  24567. var action = outline[ i ++ ];
  24568. switch ( action ) {
  24569. case 'm': // moveTo
  24570. x = outline[ i ++ ] * scale + offsetX;
  24571. y = outline[ i ++ ] * scale + offsetY;
  24572. path.moveTo( x, y );
  24573. break;
  24574. case 'l': // lineTo
  24575. x = outline[ i ++ ] * scale + offsetX;
  24576. y = outline[ i ++ ] * scale + offsetY;
  24577. path.lineTo( x, y );
  24578. break;
  24579. case 'q': // quadraticCurveTo
  24580. cpx = outline[ i ++ ] * scale + offsetX;
  24581. cpy = outline[ i ++ ] * scale + offsetY;
  24582. cpx1 = outline[ i ++ ] * scale + offsetX;
  24583. cpy1 = outline[ i ++ ] * scale + offsetY;
  24584. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24585. break;
  24586. case 'b': // bezierCurveTo
  24587. cpx = outline[ i ++ ] * scale + offsetX;
  24588. cpy = outline[ i ++ ] * scale + offsetY;
  24589. cpx1 = outline[ i ++ ] * scale + offsetX;
  24590. cpy1 = outline[ i ++ ] * scale + offsetY;
  24591. cpx2 = outline[ i ++ ] * scale + offsetX;
  24592. cpy2 = outline[ i ++ ] * scale + offsetY;
  24593. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24594. break;
  24595. }
  24596. }
  24597. }
  24598. return { offsetX: glyph.ha * scale, path: path };
  24599. }
  24600. /**
  24601. * @author mrdoob / http://mrdoob.com/
  24602. */
  24603. function FontLoader( manager ) {
  24604. Loader.call( this, manager );
  24605. }
  24606. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24607. constructor: FontLoader,
  24608. load: function ( url, onLoad, onProgress, onError ) {
  24609. var scope = this;
  24610. var loader = new FileLoader( this.manager );
  24611. loader.setPath( this.path );
  24612. loader.load( url, function ( text ) {
  24613. var json;
  24614. try {
  24615. json = JSON.parse( text );
  24616. } catch ( e ) {
  24617. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24618. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24619. }
  24620. var font = scope.parse( json );
  24621. if ( onLoad ) { onLoad( font ); }
  24622. }, onProgress, onError );
  24623. },
  24624. parse: function ( json ) {
  24625. return new Font( json );
  24626. }
  24627. } );
  24628. /**
  24629. * @author mrdoob / http://mrdoob.com/
  24630. */
  24631. var _context;
  24632. var AudioContext = {
  24633. getContext: function () {
  24634. if ( _context === undefined ) {
  24635. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24636. }
  24637. return _context;
  24638. },
  24639. setContext: function ( value ) {
  24640. _context = value;
  24641. }
  24642. };
  24643. /**
  24644. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24645. */
  24646. function AudioLoader( manager ) {
  24647. Loader.call( this, manager );
  24648. }
  24649. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24650. constructor: AudioLoader,
  24651. load: function ( url, onLoad, onProgress, onError ) {
  24652. var loader = new FileLoader( this.manager );
  24653. loader.setResponseType( 'arraybuffer' );
  24654. loader.setPath( this.path );
  24655. loader.load( url, function ( buffer ) {
  24656. // Create a copy of the buffer. The `decodeAudioData` method
  24657. // detaches the buffer when complete, preventing reuse.
  24658. var bufferCopy = buffer.slice( 0 );
  24659. var context = AudioContext.getContext();
  24660. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24661. onLoad( audioBuffer );
  24662. } );
  24663. }, onProgress, onError );
  24664. }
  24665. } );
  24666. /**
  24667. * @author bhouston / http://clara.io
  24668. * @author WestLangley / http://github.com/WestLangley
  24669. *
  24670. * Primary reference:
  24671. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24672. *
  24673. * Secondary reference:
  24674. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24675. */
  24676. // 3-band SH defined by 9 coefficients
  24677. function SphericalHarmonics3() {
  24678. this.coefficients = [];
  24679. for ( var i = 0; i < 9; i ++ ) {
  24680. this.coefficients.push( new Vector3() );
  24681. }
  24682. }
  24683. Object.assign( SphericalHarmonics3.prototype, {
  24684. isSphericalHarmonics3: true,
  24685. set: function ( coefficients ) {
  24686. for ( var i = 0; i < 9; i ++ ) {
  24687. this.coefficients[ i ].copy( coefficients[ i ] );
  24688. }
  24689. return this;
  24690. },
  24691. zero: function () {
  24692. for ( var i = 0; i < 9; i ++ ) {
  24693. this.coefficients[ i ].set( 0, 0, 0 );
  24694. }
  24695. return this;
  24696. },
  24697. // get the radiance in the direction of the normal
  24698. // target is a Vector3
  24699. getAt: function ( normal, target ) {
  24700. // normal is assumed to be unit length
  24701. var x = normal.x, y = normal.y, z = normal.z;
  24702. var coeff = this.coefficients;
  24703. // band 0
  24704. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24705. // band 1
  24706. target.addScale( coeff[ 1 ], 0.488603 * y );
  24707. target.addScale( coeff[ 2 ], 0.488603 * z );
  24708. target.addScale( coeff[ 3 ], 0.488603 * x );
  24709. // band 2
  24710. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24711. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24712. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24713. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24714. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24715. return target;
  24716. },
  24717. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24718. // target is a Vector3
  24719. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24720. getIrradianceAt: function ( normal, target ) {
  24721. // normal is assumed to be unit length
  24722. var x = normal.x, y = normal.y, z = normal.z;
  24723. var coeff = this.coefficients;
  24724. // band 0
  24725. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24726. // band 1
  24727. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24728. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24729. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24730. // band 2
  24731. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24732. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24733. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24734. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24735. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24736. return target;
  24737. },
  24738. add: function ( sh ) {
  24739. for ( var i = 0; i < 9; i ++ ) {
  24740. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24741. }
  24742. return this;
  24743. },
  24744. scale: function ( s ) {
  24745. for ( var i = 0; i < 9; i ++ ) {
  24746. this.coefficients[ i ].multiplyScalar( s );
  24747. }
  24748. return this;
  24749. },
  24750. lerp: function ( sh, alpha ) {
  24751. for ( var i = 0; i < 9; i ++ ) {
  24752. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24753. }
  24754. return this;
  24755. },
  24756. equals: function ( sh ) {
  24757. for ( var i = 0; i < 9; i ++ ) {
  24758. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24759. return false;
  24760. }
  24761. }
  24762. return true;
  24763. },
  24764. copy: function ( sh ) {
  24765. return this.set( sh.coefficients );
  24766. },
  24767. clone: function () {
  24768. return new this.constructor().copy( this );
  24769. },
  24770. fromArray: function ( array, offset ) {
  24771. if ( offset === undefined ) { offset = 0; }
  24772. var coefficients = this.coefficients;
  24773. for ( var i = 0; i < 9; i ++ ) {
  24774. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24775. }
  24776. return this;
  24777. },
  24778. toArray: function ( array, offset ) {
  24779. if ( array === undefined ) { array = []; }
  24780. if ( offset === undefined ) { offset = 0; }
  24781. var coefficients = this.coefficients;
  24782. for ( var i = 0; i < 9; i ++ ) {
  24783. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24784. }
  24785. return array;
  24786. }
  24787. } );
  24788. Object.assign( SphericalHarmonics3, {
  24789. // evaluate the basis functions
  24790. // shBasis is an Array[ 9 ]
  24791. getBasisAt: function ( normal, shBasis ) {
  24792. // normal is assumed to be unit length
  24793. var x = normal.x, y = normal.y, z = normal.z;
  24794. // band 0
  24795. shBasis[ 0 ] = 0.282095;
  24796. // band 1
  24797. shBasis[ 1 ] = 0.488603 * y;
  24798. shBasis[ 2 ] = 0.488603 * z;
  24799. shBasis[ 3 ] = 0.488603 * x;
  24800. // band 2
  24801. shBasis[ 4 ] = 1.092548 * x * y;
  24802. shBasis[ 5 ] = 1.092548 * y * z;
  24803. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24804. shBasis[ 7 ] = 1.092548 * x * z;
  24805. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24806. }
  24807. } );
  24808. /**
  24809. * @author WestLangley / http://github.com/WestLangley
  24810. *
  24811. * A LightProbe is a source of indirect-diffuse light
  24812. */
  24813. function LightProbe( sh, intensity ) {
  24814. Light.call( this, undefined, intensity );
  24815. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24816. }
  24817. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24818. constructor: LightProbe,
  24819. isLightProbe: true,
  24820. copy: function ( source ) {
  24821. Light.prototype.copy.call( this, source );
  24822. this.sh.copy( source.sh );
  24823. this.intensity = source.intensity;
  24824. return this;
  24825. },
  24826. toJSON: function ( meta ) {
  24827. var data = Light.prototype.toJSON.call( this, meta );
  24828. // data.sh = this.sh.toArray(); // todo
  24829. return data;
  24830. }
  24831. } );
  24832. /**
  24833. * @author WestLangley / http://github.com/WestLangley
  24834. */
  24835. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24836. LightProbe.call( this, undefined, intensity );
  24837. var color1 = new Color().set( skyColor );
  24838. var color2 = new Color().set( groundColor );
  24839. var sky = new Vector3( color1.r, color1.g, color1.b );
  24840. var ground = new Vector3( color2.r, color2.g, color2.b );
  24841. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24842. var c0 = Math.sqrt( Math.PI );
  24843. var c1 = c0 * Math.sqrt( 0.75 );
  24844. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24845. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24846. }
  24847. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24848. constructor: HemisphereLightProbe,
  24849. isHemisphereLightProbe: true,
  24850. copy: function ( source ) { // modifying colors not currently supported
  24851. LightProbe.prototype.copy.call( this, source );
  24852. return this;
  24853. },
  24854. toJSON: function ( meta ) {
  24855. var data = LightProbe.prototype.toJSON.call( this, meta );
  24856. // data.sh = this.sh.toArray(); // todo
  24857. return data;
  24858. }
  24859. } );
  24860. /**
  24861. * @author WestLangley / http://github.com/WestLangley
  24862. */
  24863. function AmbientLightProbe( color, intensity ) {
  24864. LightProbe.call( this, undefined, intensity );
  24865. var color1 = new Color().set( color );
  24866. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24867. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24868. }
  24869. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24870. constructor: AmbientLightProbe,
  24871. isAmbientLightProbe: true,
  24872. copy: function ( source ) { // modifying color not currently supported
  24873. LightProbe.prototype.copy.call( this, source );
  24874. return this;
  24875. },
  24876. toJSON: function ( meta ) {
  24877. var data = LightProbe.prototype.toJSON.call( this, meta );
  24878. // data.sh = this.sh.toArray(); // todo
  24879. return data;
  24880. }
  24881. } );
  24882. var _eyeRight = new Matrix4();
  24883. var _eyeLeft = new Matrix4();
  24884. /**
  24885. * @author mrdoob / http://mrdoob.com/
  24886. */
  24887. function StereoCamera() {
  24888. this.type = 'StereoCamera';
  24889. this.aspect = 1;
  24890. this.eyeSep = 0.064;
  24891. this.cameraL = new PerspectiveCamera();
  24892. this.cameraL.layers.enable( 1 );
  24893. this.cameraL.matrixAutoUpdate = false;
  24894. this.cameraR = new PerspectiveCamera();
  24895. this.cameraR.layers.enable( 2 );
  24896. this.cameraR.matrixAutoUpdate = false;
  24897. this._cache = {
  24898. focus: null,
  24899. fov: null,
  24900. aspect: null,
  24901. near: null,
  24902. far: null,
  24903. zoom: null,
  24904. eyeSep: null
  24905. };
  24906. }
  24907. Object.assign( StereoCamera.prototype, {
  24908. update: function ( camera ) {
  24909. var cache = this._cache;
  24910. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24911. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24912. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24913. if ( needsUpdate ) {
  24914. cache.focus = camera.focus;
  24915. cache.fov = camera.fov;
  24916. cache.aspect = camera.aspect * this.aspect;
  24917. cache.near = camera.near;
  24918. cache.far = camera.far;
  24919. cache.zoom = camera.zoom;
  24920. cache.eyeSep = this.eyeSep;
  24921. // Off-axis stereoscopic effect based on
  24922. // http://paulbourke.net/stereographics/stereorender/
  24923. var projectionMatrix = camera.projectionMatrix.clone();
  24924. var eyeSepHalf = cache.eyeSep / 2;
  24925. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24926. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24927. var xmin, xmax;
  24928. // translate xOffset
  24929. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24930. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24931. // for left eye
  24932. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24933. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24934. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24935. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24936. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24937. // for right eye
  24938. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24939. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24940. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24941. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24942. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24943. }
  24944. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24945. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24946. }
  24947. } );
  24948. /**
  24949. * @author alteredq / http://alteredqualia.com/
  24950. */
  24951. function Clock( autoStart ) {
  24952. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24953. this.startTime = 0;
  24954. this.oldTime = 0;
  24955. this.elapsedTime = 0;
  24956. this.running = false;
  24957. }
  24958. Object.assign( Clock.prototype, {
  24959. start: function () {
  24960. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24961. this.oldTime = this.startTime;
  24962. this.elapsedTime = 0;
  24963. this.running = true;
  24964. },
  24965. stop: function () {
  24966. this.getElapsedTime();
  24967. this.running = false;
  24968. this.autoStart = false;
  24969. },
  24970. getElapsedTime: function () {
  24971. this.getDelta();
  24972. return this.elapsedTime;
  24973. },
  24974. getDelta: function () {
  24975. var diff = 0;
  24976. if ( this.autoStart && ! this.running ) {
  24977. this.start();
  24978. return 0;
  24979. }
  24980. if ( this.running ) {
  24981. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24982. diff = ( newTime - this.oldTime ) / 1000;
  24983. this.oldTime = newTime;
  24984. this.elapsedTime += diff;
  24985. }
  24986. return diff;
  24987. }
  24988. } );
  24989. /**
  24990. * @author mrdoob / http://mrdoob.com/
  24991. */
  24992. var _position$2 = new Vector3();
  24993. var _quaternion$3 = new Quaternion();
  24994. var _scale$1 = new Vector3();
  24995. var _orientation = new Vector3();
  24996. function AudioListener() {
  24997. Object3D.call( this );
  24998. this.type = 'AudioListener';
  24999. this.context = AudioContext.getContext();
  25000. this.gain = this.context.createGain();
  25001. this.gain.connect( this.context.destination );
  25002. this.filter = null;
  25003. this.timeDelta = 0;
  25004. // private
  25005. this._clock = new Clock();
  25006. }
  25007. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25008. constructor: AudioListener,
  25009. getInput: function () {
  25010. return this.gain;
  25011. },
  25012. removeFilter: function ( ) {
  25013. if ( this.filter !== null ) {
  25014. this.gain.disconnect( this.filter );
  25015. this.filter.disconnect( this.context.destination );
  25016. this.gain.connect( this.context.destination );
  25017. this.filter = null;
  25018. }
  25019. return this;
  25020. },
  25021. getFilter: function () {
  25022. return this.filter;
  25023. },
  25024. setFilter: function ( value ) {
  25025. if ( this.filter !== null ) {
  25026. this.gain.disconnect( this.filter );
  25027. this.filter.disconnect( this.context.destination );
  25028. } else {
  25029. this.gain.disconnect( this.context.destination );
  25030. }
  25031. this.filter = value;
  25032. this.gain.connect( this.filter );
  25033. this.filter.connect( this.context.destination );
  25034. return this;
  25035. },
  25036. getMasterVolume: function () {
  25037. return this.gain.gain.value;
  25038. },
  25039. setMasterVolume: function ( value ) {
  25040. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25041. return this;
  25042. },
  25043. updateMatrixWorld: function ( force ) {
  25044. Object3D.prototype.updateMatrixWorld.call( this, force );
  25045. var listener = this.context.listener;
  25046. var up = this.up;
  25047. this.timeDelta = this._clock.getDelta();
  25048. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25049. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25050. if ( listener.positionX ) {
  25051. // code path for Chrome (see #14393)
  25052. var endTime = this.context.currentTime + this.timeDelta;
  25053. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25054. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25055. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25056. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25057. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25058. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25059. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25060. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25061. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25062. } else {
  25063. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25064. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25065. }
  25066. }
  25067. } );
  25068. /**
  25069. * @author mrdoob / http://mrdoob.com/
  25070. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25071. */
  25072. function Audio( listener ) {
  25073. Object3D.call( this );
  25074. this.type = 'Audio';
  25075. this.listener = listener;
  25076. this.context = listener.context;
  25077. this.gain = this.context.createGain();
  25078. this.gain.connect( listener.getInput() );
  25079. this.autoplay = false;
  25080. this.buffer = null;
  25081. this.detune = 0;
  25082. this.loop = false;
  25083. this.loopStart = 0;
  25084. this.loopEnd = 0;
  25085. this.offset = 0;
  25086. this.duration = undefined;
  25087. this.playbackRate = 1;
  25088. this.isPlaying = false;
  25089. this.hasPlaybackControl = true;
  25090. this.sourceType = 'empty';
  25091. this._startedAt = 0;
  25092. this._pausedAt = 0;
  25093. this.filters = [];
  25094. }
  25095. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25096. constructor: Audio,
  25097. getOutput: function () {
  25098. return this.gain;
  25099. },
  25100. setNodeSource: function ( audioNode ) {
  25101. this.hasPlaybackControl = false;
  25102. this.sourceType = 'audioNode';
  25103. this.source = audioNode;
  25104. this.connect();
  25105. return this;
  25106. },
  25107. setMediaElementSource: function ( mediaElement ) {
  25108. this.hasPlaybackControl = false;
  25109. this.sourceType = 'mediaNode';
  25110. this.source = this.context.createMediaElementSource( mediaElement );
  25111. this.connect();
  25112. return this;
  25113. },
  25114. setMediaStreamSource: function ( mediaStream ) {
  25115. this.hasPlaybackControl = false;
  25116. this.sourceType = 'mediaStreamNode';
  25117. this.source = this.context.createMediaStreamSource( mediaStream );
  25118. this.connect();
  25119. return this;
  25120. },
  25121. setBuffer: function ( audioBuffer ) {
  25122. this.buffer = audioBuffer;
  25123. this.sourceType = 'buffer';
  25124. if ( this.autoplay ) { this.play(); }
  25125. return this;
  25126. },
  25127. play: function ( delay ) {
  25128. if ( delay === undefined ) { delay = 0; }
  25129. if ( this.isPlaying === true ) {
  25130. console.warn( 'THREE.Audio: Audio is already playing.' );
  25131. return;
  25132. }
  25133. if ( this.hasPlaybackControl === false ) {
  25134. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25135. return;
  25136. }
  25137. this._startedAt = this.context.currentTime + delay;
  25138. var source = this.context.createBufferSource();
  25139. source.buffer = this.buffer;
  25140. source.loop = this.loop;
  25141. source.loopStart = this.loopStart;
  25142. source.loopEnd = this.loopEnd;
  25143. source.onended = this.onEnded.bind( this );
  25144. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25145. this.isPlaying = true;
  25146. this.source = source;
  25147. this.setDetune( this.detune );
  25148. this.setPlaybackRate( this.playbackRate );
  25149. return this.connect();
  25150. },
  25151. pause: function () {
  25152. if ( this.hasPlaybackControl === false ) {
  25153. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25154. return;
  25155. }
  25156. if ( this.isPlaying === true ) {
  25157. this._pausedAt = ( this.context.currentTime - this._startedAt ) * this.playbackRate;
  25158. this.source.stop();
  25159. this.source.onended = null;
  25160. this.isPlaying = false;
  25161. }
  25162. return this;
  25163. },
  25164. stop: function () {
  25165. if ( this.hasPlaybackControl === false ) {
  25166. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25167. return;
  25168. }
  25169. this._pausedAt = 0;
  25170. this.source.stop();
  25171. this.source.onended = null;
  25172. this.isPlaying = false;
  25173. return this;
  25174. },
  25175. connect: function () {
  25176. if ( this.filters.length > 0 ) {
  25177. this.source.connect( this.filters[ 0 ] );
  25178. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25179. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25180. }
  25181. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25182. } else {
  25183. this.source.connect( this.getOutput() );
  25184. }
  25185. return this;
  25186. },
  25187. disconnect: function () {
  25188. if ( this.filters.length > 0 ) {
  25189. this.source.disconnect( this.filters[ 0 ] );
  25190. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25191. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25192. }
  25193. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25194. } else {
  25195. this.source.disconnect( this.getOutput() );
  25196. }
  25197. return this;
  25198. },
  25199. getFilters: function () {
  25200. return this.filters;
  25201. },
  25202. setFilters: function ( value ) {
  25203. if ( ! value ) { value = []; }
  25204. if ( this.isPlaying === true ) {
  25205. this.disconnect();
  25206. this.filters = value;
  25207. this.connect();
  25208. } else {
  25209. this.filters = value;
  25210. }
  25211. return this;
  25212. },
  25213. setDetune: function ( value ) {
  25214. this.detune = value;
  25215. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25216. if ( this.isPlaying === true ) {
  25217. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25218. }
  25219. return this;
  25220. },
  25221. getDetune: function () {
  25222. return this.detune;
  25223. },
  25224. getFilter: function () {
  25225. return this.getFilters()[ 0 ];
  25226. },
  25227. setFilter: function ( filter ) {
  25228. return this.setFilters( filter ? [ filter ] : [] );
  25229. },
  25230. setPlaybackRate: function ( value ) {
  25231. if ( this.hasPlaybackControl === false ) {
  25232. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25233. return;
  25234. }
  25235. this.playbackRate = value;
  25236. if ( this.isPlaying === true ) {
  25237. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25238. }
  25239. return this;
  25240. },
  25241. getPlaybackRate: function () {
  25242. return this.playbackRate;
  25243. },
  25244. onEnded: function () {
  25245. this.isPlaying = false;
  25246. },
  25247. getLoop: function () {
  25248. if ( this.hasPlaybackControl === false ) {
  25249. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25250. return false;
  25251. }
  25252. return this.loop;
  25253. },
  25254. setLoop: function ( value ) {
  25255. if ( this.hasPlaybackControl === false ) {
  25256. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25257. return;
  25258. }
  25259. this.loop = value;
  25260. if ( this.isPlaying === true ) {
  25261. this.source.loop = this.loop;
  25262. }
  25263. return this;
  25264. },
  25265. setLoopStart: function ( value ) {
  25266. this.loopStart = value;
  25267. return this;
  25268. },
  25269. setLoopEnd: function ( value ) {
  25270. this.loopEnd = value;
  25271. return this;
  25272. },
  25273. getVolume: function () {
  25274. return this.gain.gain.value;
  25275. },
  25276. setVolume: function ( value ) {
  25277. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25278. return this;
  25279. }
  25280. } );
  25281. /**
  25282. * @author mrdoob / http://mrdoob.com/
  25283. */
  25284. var _position$3 = new Vector3();
  25285. var _quaternion$4 = new Quaternion();
  25286. var _scale$2 = new Vector3();
  25287. var _orientation$1 = new Vector3();
  25288. function PositionalAudio( listener ) {
  25289. Audio.call( this, listener );
  25290. this.panner = this.context.createPanner();
  25291. this.panner.panningModel = 'HRTF';
  25292. this.panner.connect( this.gain );
  25293. }
  25294. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25295. constructor: PositionalAudio,
  25296. getOutput: function () {
  25297. return this.panner;
  25298. },
  25299. getRefDistance: function () {
  25300. return this.panner.refDistance;
  25301. },
  25302. setRefDistance: function ( value ) {
  25303. this.panner.refDistance = value;
  25304. return this;
  25305. },
  25306. getRolloffFactor: function () {
  25307. return this.panner.rolloffFactor;
  25308. },
  25309. setRolloffFactor: function ( value ) {
  25310. this.panner.rolloffFactor = value;
  25311. return this;
  25312. },
  25313. getDistanceModel: function () {
  25314. return this.panner.distanceModel;
  25315. },
  25316. setDistanceModel: function ( value ) {
  25317. this.panner.distanceModel = value;
  25318. return this;
  25319. },
  25320. getMaxDistance: function () {
  25321. return this.panner.maxDistance;
  25322. },
  25323. setMaxDistance: function ( value ) {
  25324. this.panner.maxDistance = value;
  25325. return this;
  25326. },
  25327. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25328. this.panner.coneInnerAngle = coneInnerAngle;
  25329. this.panner.coneOuterAngle = coneOuterAngle;
  25330. this.panner.coneOuterGain = coneOuterGain;
  25331. return this;
  25332. },
  25333. updateMatrixWorld: function ( force ) {
  25334. Object3D.prototype.updateMatrixWorld.call( this, force );
  25335. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25336. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25337. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25338. var panner = this.panner;
  25339. if ( panner.positionX ) {
  25340. // code path for Chrome and Firefox (see #14393)
  25341. var endTime = this.context.currentTime + this.listener.timeDelta;
  25342. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25343. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25344. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25345. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25346. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25347. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25348. } else {
  25349. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25350. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25351. }
  25352. }
  25353. } );
  25354. /**
  25355. * @author mrdoob / http://mrdoob.com/
  25356. */
  25357. function AudioAnalyser( audio, fftSize ) {
  25358. this.analyser = audio.context.createAnalyser();
  25359. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25360. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25361. audio.getOutput().connect( this.analyser );
  25362. }
  25363. Object.assign( AudioAnalyser.prototype, {
  25364. getFrequencyData: function () {
  25365. this.analyser.getByteFrequencyData( this.data );
  25366. return this.data;
  25367. },
  25368. getAverageFrequency: function () {
  25369. var value = 0, data = this.getFrequencyData();
  25370. for ( var i = 0; i < data.length; i ++ ) {
  25371. value += data[ i ];
  25372. }
  25373. return value / data.length;
  25374. }
  25375. } );
  25376. /**
  25377. *
  25378. * Buffered scene graph property that allows weighted accumulation.
  25379. *
  25380. *
  25381. * @author Ben Houston / http://clara.io/
  25382. * @author David Sarno / http://lighthaus.us/
  25383. * @author tschw
  25384. */
  25385. function PropertyMixer( binding, typeName, valueSize ) {
  25386. this.binding = binding;
  25387. this.valueSize = valueSize;
  25388. var bufferType = Float64Array,
  25389. mixFunction;
  25390. switch ( typeName ) {
  25391. case 'quaternion':
  25392. mixFunction = this._slerp;
  25393. break;
  25394. case 'string':
  25395. case 'bool':
  25396. bufferType = Array;
  25397. mixFunction = this._select;
  25398. break;
  25399. default:
  25400. mixFunction = this._lerp;
  25401. }
  25402. this.buffer = new bufferType( valueSize * 4 );
  25403. // layout: [ incoming | accu0 | accu1 | orig ]
  25404. //
  25405. // interpolators can use .buffer as their .result
  25406. // the data then goes to 'incoming'
  25407. //
  25408. // 'accu0' and 'accu1' are used frame-interleaved for
  25409. // the cumulative result and are compared to detect
  25410. // changes
  25411. //
  25412. // 'orig' stores the original state of the property
  25413. this._mixBufferRegion = mixFunction;
  25414. this.cumulativeWeight = 0;
  25415. this.useCount = 0;
  25416. this.referenceCount = 0;
  25417. }
  25418. Object.assign( PropertyMixer.prototype, {
  25419. // accumulate data in the 'incoming' region into 'accu<i>'
  25420. accumulate: function ( accuIndex, weight ) {
  25421. // note: happily accumulating nothing when weight = 0, the caller knows
  25422. // the weight and shouldn't have made the call in the first place
  25423. var buffer = this.buffer,
  25424. stride = this.valueSize,
  25425. offset = accuIndex * stride + stride,
  25426. currentWeight = this.cumulativeWeight;
  25427. if ( currentWeight === 0 ) {
  25428. // accuN := incoming * weight
  25429. for ( var i = 0; i !== stride; ++ i ) {
  25430. buffer[ offset + i ] = buffer[ i ];
  25431. }
  25432. currentWeight = weight;
  25433. } else {
  25434. // accuN := accuN + incoming * weight
  25435. currentWeight += weight;
  25436. var mix = weight / currentWeight;
  25437. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25438. }
  25439. this.cumulativeWeight = currentWeight;
  25440. },
  25441. // apply the state of 'accu<i>' to the binding when accus differ
  25442. apply: function ( accuIndex ) {
  25443. var stride = this.valueSize,
  25444. buffer = this.buffer,
  25445. offset = accuIndex * stride + stride,
  25446. weight = this.cumulativeWeight,
  25447. binding = this.binding;
  25448. this.cumulativeWeight = 0;
  25449. if ( weight < 1 ) {
  25450. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25451. var originalValueOffset = stride * 3;
  25452. this._mixBufferRegion(
  25453. buffer, offset, originalValueOffset, 1 - weight, stride );
  25454. }
  25455. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25456. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25457. // value has changed -> update scene graph
  25458. binding.setValue( buffer, offset );
  25459. break;
  25460. }
  25461. }
  25462. },
  25463. // remember the state of the bound property and copy it to both accus
  25464. saveOriginalState: function () {
  25465. var binding = this.binding;
  25466. var buffer = this.buffer,
  25467. stride = this.valueSize,
  25468. originalValueOffset = stride * 3;
  25469. binding.getValue( buffer, originalValueOffset );
  25470. // accu[0..1] := orig -- initially detect changes against the original
  25471. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25472. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25473. }
  25474. this.cumulativeWeight = 0;
  25475. },
  25476. // apply the state previously taken via 'saveOriginalState' to the binding
  25477. restoreOriginalState: function () {
  25478. var originalValueOffset = this.valueSize * 3;
  25479. this.binding.setValue( this.buffer, originalValueOffset );
  25480. },
  25481. // mix functions
  25482. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25483. if ( t >= 0.5 ) {
  25484. for ( var i = 0; i !== stride; ++ i ) {
  25485. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25486. }
  25487. }
  25488. },
  25489. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25490. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25491. },
  25492. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25493. var s = 1 - t;
  25494. for ( var i = 0; i !== stride; ++ i ) {
  25495. var j = dstOffset + i;
  25496. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25497. }
  25498. }
  25499. } );
  25500. /**
  25501. *
  25502. * A reference to a real property in the scene graph.
  25503. *
  25504. *
  25505. * @author Ben Houston / http://clara.io/
  25506. * @author David Sarno / http://lighthaus.us/
  25507. * @author tschw
  25508. */
  25509. // Characters [].:/ are reserved for track binding syntax.
  25510. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25511. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25512. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25513. // only latin characters, and the unicode \p{L} is not yet supported. So
  25514. // instead, we exclude reserved characters and match everything else.
  25515. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25516. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25517. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25518. // be matched to parse the rest of the track name.
  25519. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25520. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25521. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25522. // Object on target node, and accessor. May not contain reserved
  25523. // characters. Accessor may contain any character except closing bracket.
  25524. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25525. // Property and accessor. May not contain reserved characters. Accessor may
  25526. // contain any non-bracket characters.
  25527. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25528. var _trackRe = new RegExp( ''
  25529. + '^'
  25530. + _directoryRe
  25531. + _nodeRe
  25532. + _objectRe
  25533. + _propertyRe
  25534. + '$'
  25535. );
  25536. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25537. function Composite( targetGroup, path, optionalParsedPath ) {
  25538. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25539. this._targetGroup = targetGroup;
  25540. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25541. }
  25542. Object.assign( Composite.prototype, {
  25543. getValue: function ( array, offset ) {
  25544. this.bind(); // bind all binding
  25545. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25546. binding = this._bindings[ firstValidIndex ];
  25547. // and only call .getValue on the first
  25548. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25549. },
  25550. setValue: function ( array, offset ) {
  25551. var bindings = this._bindings;
  25552. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25553. bindings[ i ].setValue( array, offset );
  25554. }
  25555. },
  25556. bind: function () {
  25557. var bindings = this._bindings;
  25558. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25559. bindings[ i ].bind();
  25560. }
  25561. },
  25562. unbind: function () {
  25563. var bindings = this._bindings;
  25564. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25565. bindings[ i ].unbind();
  25566. }
  25567. }
  25568. } );
  25569. function PropertyBinding( rootNode, path, parsedPath ) {
  25570. this.path = path;
  25571. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25572. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25573. this.rootNode = rootNode;
  25574. }
  25575. Object.assign( PropertyBinding, {
  25576. Composite: Composite,
  25577. create: function ( root, path, parsedPath ) {
  25578. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25579. return new PropertyBinding( root, path, parsedPath );
  25580. } else {
  25581. return new PropertyBinding.Composite( root, path, parsedPath );
  25582. }
  25583. },
  25584. /**
  25585. * Replaces spaces with underscores and removes unsupported characters from
  25586. * node names, to ensure compatibility with parseTrackName().
  25587. *
  25588. * @param {string} name Node name to be sanitized.
  25589. * @return {string}
  25590. */
  25591. sanitizeNodeName: function ( name ) {
  25592. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25593. },
  25594. parseTrackName: function ( trackName ) {
  25595. var matches = _trackRe.exec( trackName );
  25596. if ( ! matches ) {
  25597. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25598. }
  25599. var results = {
  25600. // directoryName: matches[ 1 ], // (tschw) currently unused
  25601. nodeName: matches[ 2 ],
  25602. objectName: matches[ 3 ],
  25603. objectIndex: matches[ 4 ],
  25604. propertyName: matches[ 5 ], // required
  25605. propertyIndex: matches[ 6 ]
  25606. };
  25607. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25608. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25609. var objectName = results.nodeName.substring( lastDot + 1 );
  25610. // Object names must be checked against a whitelist. Otherwise, there
  25611. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25612. // 'bar' could be the objectName, or part of a nodeName (which can
  25613. // include '.' characters).
  25614. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25615. results.nodeName = results.nodeName.substring( 0, lastDot );
  25616. results.objectName = objectName;
  25617. }
  25618. }
  25619. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25620. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25621. }
  25622. return results;
  25623. },
  25624. findNode: function ( root, nodeName ) {
  25625. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25626. return root;
  25627. }
  25628. // search into skeleton bones.
  25629. if ( root.skeleton ) {
  25630. var bone = root.skeleton.getBoneByName( nodeName );
  25631. if ( bone !== undefined ) {
  25632. return bone;
  25633. }
  25634. }
  25635. // search into node subtree.
  25636. if ( root.children ) {
  25637. var searchNodeSubtree = function ( children ) {
  25638. for ( var i = 0; i < children.length; i ++ ) {
  25639. var childNode = children[ i ];
  25640. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25641. return childNode;
  25642. }
  25643. var result = searchNodeSubtree( childNode.children );
  25644. if ( result ) { return result; }
  25645. }
  25646. return null;
  25647. };
  25648. var subTreeNode = searchNodeSubtree( root.children );
  25649. if ( subTreeNode ) {
  25650. return subTreeNode;
  25651. }
  25652. }
  25653. return null;
  25654. }
  25655. } );
  25656. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25657. // these are used to "bind" a nonexistent property
  25658. _getValue_unavailable: function () {},
  25659. _setValue_unavailable: function () {},
  25660. BindingType: {
  25661. Direct: 0,
  25662. EntireArray: 1,
  25663. ArrayElement: 2,
  25664. HasFromToArray: 3
  25665. },
  25666. Versioning: {
  25667. None: 0,
  25668. NeedsUpdate: 1,
  25669. MatrixWorldNeedsUpdate: 2
  25670. },
  25671. GetterByBindingType: [
  25672. function getValue_direct( buffer, offset ) {
  25673. buffer[ offset ] = this.node[ this.propertyName ];
  25674. },
  25675. function getValue_array( buffer, offset ) {
  25676. var source = this.resolvedProperty;
  25677. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25678. buffer[ offset ++ ] = source[ i ];
  25679. }
  25680. },
  25681. function getValue_arrayElement( buffer, offset ) {
  25682. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25683. },
  25684. function getValue_toArray( buffer, offset ) {
  25685. this.resolvedProperty.toArray( buffer, offset );
  25686. }
  25687. ],
  25688. SetterByBindingTypeAndVersioning: [
  25689. [
  25690. // Direct
  25691. function setValue_direct( buffer, offset ) {
  25692. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25693. },
  25694. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25695. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25696. this.targetObject.needsUpdate = true;
  25697. },
  25698. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25699. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25700. this.targetObject.matrixWorldNeedsUpdate = true;
  25701. }
  25702. ], [
  25703. // EntireArray
  25704. function setValue_array( buffer, offset ) {
  25705. var dest = this.resolvedProperty;
  25706. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25707. dest[ i ] = buffer[ offset ++ ];
  25708. }
  25709. },
  25710. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25711. var dest = this.resolvedProperty;
  25712. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25713. dest[ i ] = buffer[ offset ++ ];
  25714. }
  25715. this.targetObject.needsUpdate = true;
  25716. },
  25717. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25718. var dest = this.resolvedProperty;
  25719. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25720. dest[ i ] = buffer[ offset ++ ];
  25721. }
  25722. this.targetObject.matrixWorldNeedsUpdate = true;
  25723. }
  25724. ], [
  25725. // ArrayElement
  25726. function setValue_arrayElement( buffer, offset ) {
  25727. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25728. },
  25729. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25730. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25731. this.targetObject.needsUpdate = true;
  25732. },
  25733. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25734. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25735. this.targetObject.matrixWorldNeedsUpdate = true;
  25736. }
  25737. ], [
  25738. // HasToFromArray
  25739. function setValue_fromArray( buffer, offset ) {
  25740. this.resolvedProperty.fromArray( buffer, offset );
  25741. },
  25742. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25743. this.resolvedProperty.fromArray( buffer, offset );
  25744. this.targetObject.needsUpdate = true;
  25745. },
  25746. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25747. this.resolvedProperty.fromArray( buffer, offset );
  25748. this.targetObject.matrixWorldNeedsUpdate = true;
  25749. }
  25750. ]
  25751. ],
  25752. getValue: function getValue_unbound( targetArray, offset ) {
  25753. this.bind();
  25754. this.getValue( targetArray, offset );
  25755. // Note: This class uses a State pattern on a per-method basis:
  25756. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25757. // prototype version of these methods with one that represents
  25758. // the bound state. When the property is not found, the methods
  25759. // become no-ops.
  25760. },
  25761. setValue: function getValue_unbound( sourceArray, offset ) {
  25762. this.bind();
  25763. this.setValue( sourceArray, offset );
  25764. },
  25765. // create getter / setter pair for a property in the scene graph
  25766. bind: function () {
  25767. var targetObject = this.node,
  25768. parsedPath = this.parsedPath,
  25769. objectName = parsedPath.objectName,
  25770. propertyName = parsedPath.propertyName,
  25771. propertyIndex = parsedPath.propertyIndex;
  25772. if ( ! targetObject ) {
  25773. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25774. this.node = targetObject;
  25775. }
  25776. // set fail state so we can just 'return' on error
  25777. this.getValue = this._getValue_unavailable;
  25778. this.setValue = this._setValue_unavailable;
  25779. // ensure there is a value node
  25780. if ( ! targetObject ) {
  25781. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25782. return;
  25783. }
  25784. if ( objectName ) {
  25785. var objectIndex = parsedPath.objectIndex;
  25786. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25787. switch ( objectName ) {
  25788. case 'materials':
  25789. if ( ! targetObject.material ) {
  25790. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25791. return;
  25792. }
  25793. if ( ! targetObject.material.materials ) {
  25794. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25795. return;
  25796. }
  25797. targetObject = targetObject.material.materials;
  25798. break;
  25799. case 'bones':
  25800. if ( ! targetObject.skeleton ) {
  25801. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25802. return;
  25803. }
  25804. // potential future optimization: skip this if propertyIndex is already an integer
  25805. // and convert the integer string to a true integer.
  25806. targetObject = targetObject.skeleton.bones;
  25807. // support resolving morphTarget names into indices.
  25808. for ( var i = 0; i < targetObject.length; i ++ ) {
  25809. if ( targetObject[ i ].name === objectIndex ) {
  25810. objectIndex = i;
  25811. break;
  25812. }
  25813. }
  25814. break;
  25815. default:
  25816. if ( targetObject[ objectName ] === undefined ) {
  25817. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25818. return;
  25819. }
  25820. targetObject = targetObject[ objectName ];
  25821. }
  25822. if ( objectIndex !== undefined ) {
  25823. if ( targetObject[ objectIndex ] === undefined ) {
  25824. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25825. return;
  25826. }
  25827. targetObject = targetObject[ objectIndex ];
  25828. }
  25829. }
  25830. // resolve property
  25831. var nodeProperty = targetObject[ propertyName ];
  25832. if ( nodeProperty === undefined ) {
  25833. var nodeName = parsedPath.nodeName;
  25834. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25835. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25836. return;
  25837. }
  25838. // determine versioning scheme
  25839. var versioning = this.Versioning.None;
  25840. this.targetObject = targetObject;
  25841. if ( targetObject.needsUpdate !== undefined ) { // material
  25842. versioning = this.Versioning.NeedsUpdate;
  25843. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25844. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25845. }
  25846. // determine how the property gets bound
  25847. var bindingType = this.BindingType.Direct;
  25848. if ( propertyIndex !== undefined ) {
  25849. // access a sub element of the property array (only primitives are supported right now)
  25850. if ( propertyName === "morphTargetInfluences" ) {
  25851. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25852. // support resolving morphTarget names into indices.
  25853. if ( ! targetObject.geometry ) {
  25854. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25855. return;
  25856. }
  25857. if ( targetObject.geometry.isBufferGeometry ) {
  25858. if ( ! targetObject.geometry.morphAttributes ) {
  25859. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25860. return;
  25861. }
  25862. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25863. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25864. propertyIndex = i;
  25865. break;
  25866. }
  25867. }
  25868. } else {
  25869. if ( ! targetObject.geometry.morphTargets ) {
  25870. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25871. return;
  25872. }
  25873. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25874. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25875. propertyIndex = i;
  25876. break;
  25877. }
  25878. }
  25879. }
  25880. }
  25881. bindingType = this.BindingType.ArrayElement;
  25882. this.resolvedProperty = nodeProperty;
  25883. this.propertyIndex = propertyIndex;
  25884. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25885. // must use copy for Object3D.Euler/Quaternion
  25886. bindingType = this.BindingType.HasFromToArray;
  25887. this.resolvedProperty = nodeProperty;
  25888. } else if ( Array.isArray( nodeProperty ) ) {
  25889. bindingType = this.BindingType.EntireArray;
  25890. this.resolvedProperty = nodeProperty;
  25891. } else {
  25892. this.propertyName = propertyName;
  25893. }
  25894. // select getter / setter
  25895. this.getValue = this.GetterByBindingType[ bindingType ];
  25896. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25897. },
  25898. unbind: function () {
  25899. this.node = null;
  25900. // back to the prototype version of getValue / setValue
  25901. // note: avoiding to mutate the shape of 'this' via 'delete'
  25902. this.getValue = this._getValue_unbound;
  25903. this.setValue = this._setValue_unbound;
  25904. }
  25905. } );
  25906. //!\ DECLARE ALIAS AFTER assign prototype !
  25907. Object.assign( PropertyBinding.prototype, {
  25908. // initial state of these methods that calls 'bind'
  25909. _getValue_unbound: PropertyBinding.prototype.getValue,
  25910. _setValue_unbound: PropertyBinding.prototype.setValue,
  25911. } );
  25912. /**
  25913. *
  25914. * A group of objects that receives a shared animation state.
  25915. *
  25916. * Usage:
  25917. *
  25918. * - Add objects you would otherwise pass as 'root' to the
  25919. * constructor or the .clipAction method of AnimationMixer.
  25920. *
  25921. * - Instead pass this object as 'root'.
  25922. *
  25923. * - You can also add and remove objects later when the mixer
  25924. * is running.
  25925. *
  25926. * Note:
  25927. *
  25928. * Objects of this class appear as one object to the mixer,
  25929. * so cache control of the individual objects must be done
  25930. * on the group.
  25931. *
  25932. * Limitation:
  25933. *
  25934. * - The animated properties must be compatible among the
  25935. * all objects in the group.
  25936. *
  25937. * - A single property can either be controlled through a
  25938. * target group or directly, but not both.
  25939. *
  25940. * @author tschw
  25941. */
  25942. function AnimationObjectGroup() {
  25943. this.uuid = _Math.generateUUID();
  25944. // cached objects followed by the active ones
  25945. this._objects = Array.prototype.slice.call( arguments );
  25946. this.nCachedObjects_ = 0; // threshold
  25947. // note: read by PropertyBinding.Composite
  25948. var indices = {};
  25949. this._indicesByUUID = indices; // for bookkeeping
  25950. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25951. indices[ arguments[ i ].uuid ] = i;
  25952. }
  25953. this._paths = []; // inside: string
  25954. this._parsedPaths = []; // inside: { we don't care, here }
  25955. this._bindings = []; // inside: Array< PropertyBinding >
  25956. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25957. var scope = this;
  25958. this.stats = {
  25959. objects: {
  25960. get total() {
  25961. return scope._objects.length;
  25962. },
  25963. get inUse() {
  25964. return this.total - scope.nCachedObjects_;
  25965. }
  25966. },
  25967. get bindingsPerObject() {
  25968. return scope._bindings.length;
  25969. }
  25970. };
  25971. }
  25972. Object.assign( AnimationObjectGroup.prototype, {
  25973. isAnimationObjectGroup: true,
  25974. add: function () {
  25975. var objects = this._objects,
  25976. nObjects = objects.length,
  25977. nCachedObjects = this.nCachedObjects_,
  25978. indicesByUUID = this._indicesByUUID,
  25979. paths = this._paths,
  25980. parsedPaths = this._parsedPaths,
  25981. bindings = this._bindings,
  25982. nBindings = bindings.length,
  25983. knownObject = undefined;
  25984. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25985. var object = arguments[ i ],
  25986. uuid = object.uuid,
  25987. index = indicesByUUID[ uuid ];
  25988. if ( index === undefined ) {
  25989. // unknown object -> add it to the ACTIVE region
  25990. index = nObjects ++;
  25991. indicesByUUID[ uuid ] = index;
  25992. objects.push( object );
  25993. // accounting is done, now do the same for all bindings
  25994. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25995. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25996. }
  25997. } else if ( index < nCachedObjects ) {
  25998. knownObject = objects[ index ];
  25999. // move existing object to the ACTIVE region
  26000. var firstActiveIndex = -- nCachedObjects,
  26001. lastCachedObject = objects[ firstActiveIndex ];
  26002. indicesByUUID[ lastCachedObject.uuid ] = index;
  26003. objects[ index ] = lastCachedObject;
  26004. indicesByUUID[ uuid ] = firstActiveIndex;
  26005. objects[ firstActiveIndex ] = object;
  26006. // accounting is done, now do the same for all bindings
  26007. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26008. var bindingsForPath = bindings[ j ],
  26009. lastCached = bindingsForPath[ firstActiveIndex ],
  26010. binding = bindingsForPath[ index ];
  26011. bindingsForPath[ index ] = lastCached;
  26012. if ( binding === undefined ) {
  26013. // since we do not bother to create new bindings
  26014. // for objects that are cached, the binding may
  26015. // or may not exist
  26016. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26017. }
  26018. bindingsForPath[ firstActiveIndex ] = binding;
  26019. }
  26020. } else if ( objects[ index ] !== knownObject ) {
  26021. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26022. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26023. } // else the object is already where we want it to be
  26024. } // for arguments
  26025. this.nCachedObjects_ = nCachedObjects;
  26026. },
  26027. remove: function () {
  26028. var objects = this._objects,
  26029. nCachedObjects = this.nCachedObjects_,
  26030. indicesByUUID = this._indicesByUUID,
  26031. bindings = this._bindings,
  26032. nBindings = bindings.length;
  26033. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26034. var object = arguments[ i ],
  26035. uuid = object.uuid,
  26036. index = indicesByUUID[ uuid ];
  26037. if ( index !== undefined && index >= nCachedObjects ) {
  26038. // move existing object into the CACHED region
  26039. var lastCachedIndex = nCachedObjects ++,
  26040. firstActiveObject = objects[ lastCachedIndex ];
  26041. indicesByUUID[ firstActiveObject.uuid ] = index;
  26042. objects[ index ] = firstActiveObject;
  26043. indicesByUUID[ uuid ] = lastCachedIndex;
  26044. objects[ lastCachedIndex ] = object;
  26045. // accounting is done, now do the same for all bindings
  26046. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26047. var bindingsForPath = bindings[ j ],
  26048. firstActive = bindingsForPath[ lastCachedIndex ],
  26049. binding = bindingsForPath[ index ];
  26050. bindingsForPath[ index ] = firstActive;
  26051. bindingsForPath[ lastCachedIndex ] = binding;
  26052. }
  26053. }
  26054. } // for arguments
  26055. this.nCachedObjects_ = nCachedObjects;
  26056. },
  26057. // remove & forget
  26058. uncache: function () {
  26059. var objects = this._objects,
  26060. nObjects = objects.length,
  26061. nCachedObjects = this.nCachedObjects_,
  26062. indicesByUUID = this._indicesByUUID,
  26063. bindings = this._bindings,
  26064. nBindings = bindings.length;
  26065. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26066. var object = arguments[ i ],
  26067. uuid = object.uuid,
  26068. index = indicesByUUID[ uuid ];
  26069. if ( index !== undefined ) {
  26070. delete indicesByUUID[ uuid ];
  26071. if ( index < nCachedObjects ) {
  26072. // object is cached, shrink the CACHED region
  26073. var firstActiveIndex = -- nCachedObjects,
  26074. lastCachedObject = objects[ firstActiveIndex ],
  26075. lastIndex = -- nObjects,
  26076. lastObject = objects[ lastIndex ];
  26077. // last cached object takes this object's place
  26078. indicesByUUID[ lastCachedObject.uuid ] = index;
  26079. objects[ index ] = lastCachedObject;
  26080. // last object goes to the activated slot and pop
  26081. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26082. objects[ firstActiveIndex ] = lastObject;
  26083. objects.pop();
  26084. // accounting is done, now do the same for all bindings
  26085. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26086. var bindingsForPath = bindings[ j ],
  26087. lastCached = bindingsForPath[ firstActiveIndex ],
  26088. last = bindingsForPath[ lastIndex ];
  26089. bindingsForPath[ index ] = lastCached;
  26090. bindingsForPath[ firstActiveIndex ] = last;
  26091. bindingsForPath.pop();
  26092. }
  26093. } else {
  26094. // object is active, just swap with the last and pop
  26095. var lastIndex = -- nObjects,
  26096. lastObject = objects[ lastIndex ];
  26097. indicesByUUID[ lastObject.uuid ] = index;
  26098. objects[ index ] = lastObject;
  26099. objects.pop();
  26100. // accounting is done, now do the same for all bindings
  26101. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26102. var bindingsForPath = bindings[ j ];
  26103. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26104. bindingsForPath.pop();
  26105. }
  26106. } // cached or active
  26107. } // if object is known
  26108. } // for arguments
  26109. this.nCachedObjects_ = nCachedObjects;
  26110. },
  26111. // Internal interface used by befriended PropertyBinding.Composite:
  26112. subscribe_: function ( path, parsedPath ) {
  26113. // returns an array of bindings for the given path that is changed
  26114. // according to the contained objects in the group
  26115. var indicesByPath = this._bindingsIndicesByPath,
  26116. index = indicesByPath[ path ],
  26117. bindings = this._bindings;
  26118. if ( index !== undefined ) { return bindings[ index ]; }
  26119. var paths = this._paths,
  26120. parsedPaths = this._parsedPaths,
  26121. objects = this._objects,
  26122. nObjects = objects.length,
  26123. nCachedObjects = this.nCachedObjects_,
  26124. bindingsForPath = new Array( nObjects );
  26125. index = bindings.length;
  26126. indicesByPath[ path ] = index;
  26127. paths.push( path );
  26128. parsedPaths.push( parsedPath );
  26129. bindings.push( bindingsForPath );
  26130. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26131. var object = objects[ i ];
  26132. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26133. }
  26134. return bindingsForPath;
  26135. },
  26136. unsubscribe_: function ( path ) {
  26137. // tells the group to forget about a property path and no longer
  26138. // update the array previously obtained with 'subscribe_'
  26139. var indicesByPath = this._bindingsIndicesByPath,
  26140. index = indicesByPath[ path ];
  26141. if ( index !== undefined ) {
  26142. var paths = this._paths,
  26143. parsedPaths = this._parsedPaths,
  26144. bindings = this._bindings,
  26145. lastBindingsIndex = bindings.length - 1,
  26146. lastBindings = bindings[ lastBindingsIndex ],
  26147. lastBindingsPath = path[ lastBindingsIndex ];
  26148. indicesByPath[ lastBindingsPath ] = index;
  26149. bindings[ index ] = lastBindings;
  26150. bindings.pop();
  26151. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26152. parsedPaths.pop();
  26153. paths[ index ] = paths[ lastBindingsIndex ];
  26154. paths.pop();
  26155. }
  26156. }
  26157. } );
  26158. /**
  26159. *
  26160. * Action provided by AnimationMixer for scheduling clip playback on specific
  26161. * objects.
  26162. *
  26163. * @author Ben Houston / http://clara.io/
  26164. * @author David Sarno / http://lighthaus.us/
  26165. * @author tschw
  26166. *
  26167. */
  26168. function AnimationAction( mixer, clip, localRoot ) {
  26169. this._mixer = mixer;
  26170. this._clip = clip;
  26171. this._localRoot = localRoot || null;
  26172. var tracks = clip.tracks,
  26173. nTracks = tracks.length,
  26174. interpolants = new Array( nTracks );
  26175. var interpolantSettings = {
  26176. endingStart: ZeroCurvatureEnding,
  26177. endingEnd: ZeroCurvatureEnding
  26178. };
  26179. for ( var i = 0; i !== nTracks; ++ i ) {
  26180. var interpolant = tracks[ i ].createInterpolant( null );
  26181. interpolants[ i ] = interpolant;
  26182. interpolant.settings = interpolantSettings;
  26183. }
  26184. this._interpolantSettings = interpolantSettings;
  26185. this._interpolants = interpolants; // bound by the mixer
  26186. // inside: PropertyMixer (managed by the mixer)
  26187. this._propertyBindings = new Array( nTracks );
  26188. this._cacheIndex = null; // for the memory manager
  26189. this._byClipCacheIndex = null; // for the memory manager
  26190. this._timeScaleInterpolant = null;
  26191. this._weightInterpolant = null;
  26192. this.loop = LoopRepeat;
  26193. this._loopCount = - 1;
  26194. // global mixer time when the action is to be started
  26195. // it's set back to 'null' upon start of the action
  26196. this._startTime = null;
  26197. // scaled local time of the action
  26198. // gets clamped or wrapped to 0..clip.duration according to loop
  26199. this.time = 0;
  26200. this.timeScale = 1;
  26201. this._effectiveTimeScale = 1;
  26202. this.weight = 1;
  26203. this._effectiveWeight = 1;
  26204. this.repetitions = Infinity; // no. of repetitions when looping
  26205. this.paused = false; // true -> zero effective time scale
  26206. this.enabled = true; // false -> zero effective weight
  26207. this.clampWhenFinished = false;// keep feeding the last frame?
  26208. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26209. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26210. }
  26211. Object.assign( AnimationAction.prototype, {
  26212. // State & Scheduling
  26213. play: function () {
  26214. this._mixer._activateAction( this );
  26215. return this;
  26216. },
  26217. stop: function () {
  26218. this._mixer._deactivateAction( this );
  26219. return this.reset();
  26220. },
  26221. reset: function () {
  26222. this.paused = false;
  26223. this.enabled = true;
  26224. this.time = 0; // restart clip
  26225. this._loopCount = - 1;// forget previous loops
  26226. this._startTime = null;// forget scheduling
  26227. return this.stopFading().stopWarping();
  26228. },
  26229. isRunning: function () {
  26230. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26231. this._startTime === null && this._mixer._isActiveAction( this );
  26232. },
  26233. // return true when play has been called
  26234. isScheduled: function () {
  26235. return this._mixer._isActiveAction( this );
  26236. },
  26237. startAt: function ( time ) {
  26238. this._startTime = time;
  26239. return this;
  26240. },
  26241. setLoop: function ( mode, repetitions ) {
  26242. this.loop = mode;
  26243. this.repetitions = repetitions;
  26244. return this;
  26245. },
  26246. // Weight
  26247. // set the weight stopping any scheduled fading
  26248. // although .enabled = false yields an effective weight of zero, this
  26249. // method does *not* change .enabled, because it would be confusing
  26250. setEffectiveWeight: function ( weight ) {
  26251. this.weight = weight;
  26252. // note: same logic as when updated at runtime
  26253. this._effectiveWeight = this.enabled ? weight : 0;
  26254. return this.stopFading();
  26255. },
  26256. // return the weight considering fading and .enabled
  26257. getEffectiveWeight: function () {
  26258. return this._effectiveWeight;
  26259. },
  26260. fadeIn: function ( duration ) {
  26261. return this._scheduleFading( duration, 0, 1 );
  26262. },
  26263. fadeOut: function ( duration ) {
  26264. return this._scheduleFading( duration, 1, 0 );
  26265. },
  26266. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26267. fadeOutAction.fadeOut( duration );
  26268. this.fadeIn( duration );
  26269. if ( warp ) {
  26270. var fadeInDuration = this._clip.duration,
  26271. fadeOutDuration = fadeOutAction._clip.duration,
  26272. startEndRatio = fadeOutDuration / fadeInDuration,
  26273. endStartRatio = fadeInDuration / fadeOutDuration;
  26274. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26275. this.warp( endStartRatio, 1.0, duration );
  26276. }
  26277. return this;
  26278. },
  26279. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26280. return fadeInAction.crossFadeFrom( this, duration, warp );
  26281. },
  26282. stopFading: function () {
  26283. var weightInterpolant = this._weightInterpolant;
  26284. if ( weightInterpolant !== null ) {
  26285. this._weightInterpolant = null;
  26286. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26287. }
  26288. return this;
  26289. },
  26290. // Time Scale Control
  26291. // set the time scale stopping any scheduled warping
  26292. // although .paused = true yields an effective time scale of zero, this
  26293. // method does *not* change .paused, because it would be confusing
  26294. setEffectiveTimeScale: function ( timeScale ) {
  26295. this.timeScale = timeScale;
  26296. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26297. return this.stopWarping();
  26298. },
  26299. // return the time scale considering warping and .paused
  26300. getEffectiveTimeScale: function () {
  26301. return this._effectiveTimeScale;
  26302. },
  26303. setDuration: function ( duration ) {
  26304. this.timeScale = this._clip.duration / duration;
  26305. return this.stopWarping();
  26306. },
  26307. syncWith: function ( action ) {
  26308. this.time = action.time;
  26309. this.timeScale = action.timeScale;
  26310. return this.stopWarping();
  26311. },
  26312. halt: function ( duration ) {
  26313. return this.warp( this._effectiveTimeScale, 0, duration );
  26314. },
  26315. warp: function ( startTimeScale, endTimeScale, duration ) {
  26316. var mixer = this._mixer, now = mixer.time,
  26317. interpolant = this._timeScaleInterpolant,
  26318. timeScale = this.timeScale;
  26319. if ( interpolant === null ) {
  26320. interpolant = mixer._lendControlInterpolant();
  26321. this._timeScaleInterpolant = interpolant;
  26322. }
  26323. var times = interpolant.parameterPositions,
  26324. values = interpolant.sampleValues;
  26325. times[ 0 ] = now;
  26326. times[ 1 ] = now + duration;
  26327. values[ 0 ] = startTimeScale / timeScale;
  26328. values[ 1 ] = endTimeScale / timeScale;
  26329. return this;
  26330. },
  26331. stopWarping: function () {
  26332. var timeScaleInterpolant = this._timeScaleInterpolant;
  26333. if ( timeScaleInterpolant !== null ) {
  26334. this._timeScaleInterpolant = null;
  26335. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26336. }
  26337. return this;
  26338. },
  26339. // Object Accessors
  26340. getMixer: function () {
  26341. return this._mixer;
  26342. },
  26343. getClip: function () {
  26344. return this._clip;
  26345. },
  26346. getRoot: function () {
  26347. return this._localRoot || this._mixer._root;
  26348. },
  26349. // Interna
  26350. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26351. // called by the mixer
  26352. if ( ! this.enabled ) {
  26353. // call ._updateWeight() to update ._effectiveWeight
  26354. this._updateWeight( time );
  26355. return;
  26356. }
  26357. var startTime = this._startTime;
  26358. if ( startTime !== null ) {
  26359. // check for scheduled start of action
  26360. var timeRunning = ( time - startTime ) * timeDirection;
  26361. if ( timeRunning < 0 || timeDirection === 0 ) {
  26362. return; // yet to come / don't decide when delta = 0
  26363. }
  26364. // start
  26365. this._startTime = null; // unschedule
  26366. deltaTime = timeDirection * timeRunning;
  26367. }
  26368. // apply time scale and advance time
  26369. deltaTime *= this._updateTimeScale( time );
  26370. var clipTime = this._updateTime( deltaTime );
  26371. // note: _updateTime may disable the action resulting in
  26372. // an effective weight of 0
  26373. var weight = this._updateWeight( time );
  26374. if ( weight > 0 ) {
  26375. var interpolants = this._interpolants;
  26376. var propertyMixers = this._propertyBindings;
  26377. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26378. interpolants[ j ].evaluate( clipTime );
  26379. propertyMixers[ j ].accumulate( accuIndex, weight );
  26380. }
  26381. }
  26382. },
  26383. _updateWeight: function ( time ) {
  26384. var weight = 0;
  26385. if ( this.enabled ) {
  26386. weight = this.weight;
  26387. var interpolant = this._weightInterpolant;
  26388. if ( interpolant !== null ) {
  26389. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26390. weight *= interpolantValue;
  26391. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26392. this.stopFading();
  26393. if ( interpolantValue === 0 ) {
  26394. // faded out, disable
  26395. this.enabled = false;
  26396. }
  26397. }
  26398. }
  26399. }
  26400. this._effectiveWeight = weight;
  26401. return weight;
  26402. },
  26403. _updateTimeScale: function ( time ) {
  26404. var timeScale = 0;
  26405. if ( ! this.paused ) {
  26406. timeScale = this.timeScale;
  26407. var interpolant = this._timeScaleInterpolant;
  26408. if ( interpolant !== null ) {
  26409. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26410. timeScale *= interpolantValue;
  26411. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26412. this.stopWarping();
  26413. if ( timeScale === 0 ) {
  26414. // motion has halted, pause
  26415. this.paused = true;
  26416. } else {
  26417. // warp done - apply final time scale
  26418. this.timeScale = timeScale;
  26419. }
  26420. }
  26421. }
  26422. }
  26423. this._effectiveTimeScale = timeScale;
  26424. return timeScale;
  26425. },
  26426. _updateTime: function ( deltaTime ) {
  26427. var time = this.time + deltaTime;
  26428. var duration = this._clip.duration;
  26429. var loop = this.loop;
  26430. var loopCount = this._loopCount;
  26431. var pingPong = ( loop === LoopPingPong );
  26432. if ( deltaTime === 0 ) {
  26433. if ( loopCount === - 1 ) { return time; }
  26434. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26435. }
  26436. if ( loop === LoopOnce ) {
  26437. if ( loopCount === - 1 ) {
  26438. // just started
  26439. this._loopCount = 0;
  26440. this._setEndings( true, true, false );
  26441. }
  26442. handle_stop: {
  26443. if ( time >= duration ) {
  26444. time = duration;
  26445. } else if ( time < 0 ) {
  26446. time = 0;
  26447. } else {
  26448. this.time = time;
  26449. break handle_stop;
  26450. }
  26451. if ( this.clampWhenFinished ) { this.paused = true; }
  26452. else { this.enabled = false; }
  26453. this.time = time;
  26454. this._mixer.dispatchEvent( {
  26455. type: 'finished', action: this,
  26456. direction: deltaTime < 0 ? - 1 : 1
  26457. } );
  26458. }
  26459. } else { // repetitive Repeat or PingPong
  26460. if ( loopCount === - 1 ) {
  26461. // just started
  26462. if ( deltaTime >= 0 ) {
  26463. loopCount = 0;
  26464. this._setEndings( true, this.repetitions === 0, pingPong );
  26465. } else {
  26466. // when looping in reverse direction, the initial
  26467. // transition through zero counts as a repetition,
  26468. // so leave loopCount at -1
  26469. this._setEndings( this.repetitions === 0, true, pingPong );
  26470. }
  26471. }
  26472. if ( time >= duration || time < 0 ) {
  26473. // wrap around
  26474. var loopDelta = Math.floor( time / duration ); // signed
  26475. time -= duration * loopDelta;
  26476. loopCount += Math.abs( loopDelta );
  26477. var pending = this.repetitions - loopCount;
  26478. if ( pending <= 0 ) {
  26479. // have to stop (switch state, clamp time, fire event)
  26480. if ( this.clampWhenFinished ) { this.paused = true; }
  26481. else { this.enabled = false; }
  26482. time = deltaTime > 0 ? duration : 0;
  26483. this.time = time;
  26484. this._mixer.dispatchEvent( {
  26485. type: 'finished', action: this,
  26486. direction: deltaTime > 0 ? 1 : - 1
  26487. } );
  26488. } else {
  26489. // keep running
  26490. if ( pending === 1 ) {
  26491. // entering the last round
  26492. var atStart = deltaTime < 0;
  26493. this._setEndings( atStart, ! atStart, pingPong );
  26494. } else {
  26495. this._setEndings( false, false, pingPong );
  26496. }
  26497. this._loopCount = loopCount;
  26498. this.time = time;
  26499. this._mixer.dispatchEvent( {
  26500. type: 'loop', action: this, loopDelta: loopDelta
  26501. } );
  26502. }
  26503. } else {
  26504. this.time = time;
  26505. }
  26506. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26507. // invert time for the "pong round"
  26508. return duration - time;
  26509. }
  26510. }
  26511. return time;
  26512. },
  26513. _setEndings: function ( atStart, atEnd, pingPong ) {
  26514. var settings = this._interpolantSettings;
  26515. if ( pingPong ) {
  26516. settings.endingStart = ZeroSlopeEnding;
  26517. settings.endingEnd = ZeroSlopeEnding;
  26518. } else {
  26519. // assuming for LoopOnce atStart == atEnd == true
  26520. if ( atStart ) {
  26521. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26522. } else {
  26523. settings.endingStart = WrapAroundEnding;
  26524. }
  26525. if ( atEnd ) {
  26526. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26527. } else {
  26528. settings.endingEnd = WrapAroundEnding;
  26529. }
  26530. }
  26531. },
  26532. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26533. var mixer = this._mixer, now = mixer.time,
  26534. interpolant = this._weightInterpolant;
  26535. if ( interpolant === null ) {
  26536. interpolant = mixer._lendControlInterpolant();
  26537. this._weightInterpolant = interpolant;
  26538. }
  26539. var times = interpolant.parameterPositions,
  26540. values = interpolant.sampleValues;
  26541. times[ 0 ] = now;
  26542. values[ 0 ] = weightNow;
  26543. times[ 1 ] = now + duration;
  26544. values[ 1 ] = weightThen;
  26545. return this;
  26546. }
  26547. } );
  26548. /**
  26549. *
  26550. * Player for AnimationClips.
  26551. *
  26552. *
  26553. * @author Ben Houston / http://clara.io/
  26554. * @author David Sarno / http://lighthaus.us/
  26555. * @author tschw
  26556. */
  26557. function AnimationMixer( root ) {
  26558. this._root = root;
  26559. this._initMemoryManager();
  26560. this._accuIndex = 0;
  26561. this.time = 0;
  26562. this.timeScale = 1.0;
  26563. }
  26564. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26565. constructor: AnimationMixer,
  26566. _bindAction: function ( action, prototypeAction ) {
  26567. var root = action._localRoot || this._root,
  26568. tracks = action._clip.tracks,
  26569. nTracks = tracks.length,
  26570. bindings = action._propertyBindings,
  26571. interpolants = action._interpolants,
  26572. rootUuid = root.uuid,
  26573. bindingsByRoot = this._bindingsByRootAndName,
  26574. bindingsByName = bindingsByRoot[ rootUuid ];
  26575. if ( bindingsByName === undefined ) {
  26576. bindingsByName = {};
  26577. bindingsByRoot[ rootUuid ] = bindingsByName;
  26578. }
  26579. for ( var i = 0; i !== nTracks; ++ i ) {
  26580. var track = tracks[ i ],
  26581. trackName = track.name,
  26582. binding = bindingsByName[ trackName ];
  26583. if ( binding !== undefined ) {
  26584. bindings[ i ] = binding;
  26585. } else {
  26586. binding = bindings[ i ];
  26587. if ( binding !== undefined ) {
  26588. // existing binding, make sure the cache knows
  26589. if ( binding._cacheIndex === null ) {
  26590. ++ binding.referenceCount;
  26591. this._addInactiveBinding( binding, rootUuid, trackName );
  26592. }
  26593. continue;
  26594. }
  26595. var path = prototypeAction && prototypeAction.
  26596. _propertyBindings[ i ].binding.parsedPath;
  26597. binding = new PropertyMixer(
  26598. PropertyBinding.create( root, trackName, path ),
  26599. track.ValueTypeName, track.getValueSize() );
  26600. ++ binding.referenceCount;
  26601. this._addInactiveBinding( binding, rootUuid, trackName );
  26602. bindings[ i ] = binding;
  26603. }
  26604. interpolants[ i ].resultBuffer = binding.buffer;
  26605. }
  26606. },
  26607. _activateAction: function ( action ) {
  26608. if ( ! this._isActiveAction( action ) ) {
  26609. if ( action._cacheIndex === null ) {
  26610. // this action has been forgotten by the cache, but the user
  26611. // appears to be still using it -> rebind
  26612. var rootUuid = ( action._localRoot || this._root ).uuid,
  26613. clipUuid = action._clip.uuid,
  26614. actionsForClip = this._actionsByClip[ clipUuid ];
  26615. this._bindAction( action,
  26616. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26617. this._addInactiveAction( action, clipUuid, rootUuid );
  26618. }
  26619. var bindings = action._propertyBindings;
  26620. // increment reference counts / sort out state
  26621. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26622. var binding = bindings[ i ];
  26623. if ( binding.useCount ++ === 0 ) {
  26624. this._lendBinding( binding );
  26625. binding.saveOriginalState();
  26626. }
  26627. }
  26628. this._lendAction( action );
  26629. }
  26630. },
  26631. _deactivateAction: function ( action ) {
  26632. if ( this._isActiveAction( action ) ) {
  26633. var bindings = action._propertyBindings;
  26634. // decrement reference counts / sort out state
  26635. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26636. var binding = bindings[ i ];
  26637. if ( -- binding.useCount === 0 ) {
  26638. binding.restoreOriginalState();
  26639. this._takeBackBinding( binding );
  26640. }
  26641. }
  26642. this._takeBackAction( action );
  26643. }
  26644. },
  26645. // Memory manager
  26646. _initMemoryManager: function () {
  26647. this._actions = []; // 'nActiveActions' followed by inactive ones
  26648. this._nActiveActions = 0;
  26649. this._actionsByClip = {};
  26650. // inside:
  26651. // {
  26652. // knownActions: Array< AnimationAction > - used as prototypes
  26653. // actionByRoot: AnimationAction - lookup
  26654. // }
  26655. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26656. this._nActiveBindings = 0;
  26657. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26658. this._controlInterpolants = []; // same game as above
  26659. this._nActiveControlInterpolants = 0;
  26660. var scope = this;
  26661. this.stats = {
  26662. actions: {
  26663. get total() {
  26664. return scope._actions.length;
  26665. },
  26666. get inUse() {
  26667. return scope._nActiveActions;
  26668. }
  26669. },
  26670. bindings: {
  26671. get total() {
  26672. return scope._bindings.length;
  26673. },
  26674. get inUse() {
  26675. return scope._nActiveBindings;
  26676. }
  26677. },
  26678. controlInterpolants: {
  26679. get total() {
  26680. return scope._controlInterpolants.length;
  26681. },
  26682. get inUse() {
  26683. return scope._nActiveControlInterpolants;
  26684. }
  26685. }
  26686. };
  26687. },
  26688. // Memory management for AnimationAction objects
  26689. _isActiveAction: function ( action ) {
  26690. var index = action._cacheIndex;
  26691. return index !== null && index < this._nActiveActions;
  26692. },
  26693. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26694. var actions = this._actions,
  26695. actionsByClip = this._actionsByClip,
  26696. actionsForClip = actionsByClip[ clipUuid ];
  26697. if ( actionsForClip === undefined ) {
  26698. actionsForClip = {
  26699. knownActions: [ action ],
  26700. actionByRoot: {}
  26701. };
  26702. action._byClipCacheIndex = 0;
  26703. actionsByClip[ clipUuid ] = actionsForClip;
  26704. } else {
  26705. var knownActions = actionsForClip.knownActions;
  26706. action._byClipCacheIndex = knownActions.length;
  26707. knownActions.push( action );
  26708. }
  26709. action._cacheIndex = actions.length;
  26710. actions.push( action );
  26711. actionsForClip.actionByRoot[ rootUuid ] = action;
  26712. },
  26713. _removeInactiveAction: function ( action ) {
  26714. var actions = this._actions,
  26715. lastInactiveAction = actions[ actions.length - 1 ],
  26716. cacheIndex = action._cacheIndex;
  26717. lastInactiveAction._cacheIndex = cacheIndex;
  26718. actions[ cacheIndex ] = lastInactiveAction;
  26719. actions.pop();
  26720. action._cacheIndex = null;
  26721. var clipUuid = action._clip.uuid,
  26722. actionsByClip = this._actionsByClip,
  26723. actionsForClip = actionsByClip[ clipUuid ],
  26724. knownActionsForClip = actionsForClip.knownActions,
  26725. lastKnownAction =
  26726. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26727. byClipCacheIndex = action._byClipCacheIndex;
  26728. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26729. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26730. knownActionsForClip.pop();
  26731. action._byClipCacheIndex = null;
  26732. var actionByRoot = actionsForClip.actionByRoot,
  26733. rootUuid = ( action._localRoot || this._root ).uuid;
  26734. delete actionByRoot[ rootUuid ];
  26735. if ( knownActionsForClip.length === 0 ) {
  26736. delete actionsByClip[ clipUuid ];
  26737. }
  26738. this._removeInactiveBindingsForAction( action );
  26739. },
  26740. _removeInactiveBindingsForAction: function ( action ) {
  26741. var bindings = action._propertyBindings;
  26742. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26743. var binding = bindings[ i ];
  26744. if ( -- binding.referenceCount === 0 ) {
  26745. this._removeInactiveBinding( binding );
  26746. }
  26747. }
  26748. },
  26749. _lendAction: function ( action ) {
  26750. // [ active actions | inactive actions ]
  26751. // [ active actions >| inactive actions ]
  26752. // s a
  26753. // <-swap->
  26754. // a s
  26755. var actions = this._actions,
  26756. prevIndex = action._cacheIndex,
  26757. lastActiveIndex = this._nActiveActions ++,
  26758. firstInactiveAction = actions[ lastActiveIndex ];
  26759. action._cacheIndex = lastActiveIndex;
  26760. actions[ lastActiveIndex ] = action;
  26761. firstInactiveAction._cacheIndex = prevIndex;
  26762. actions[ prevIndex ] = firstInactiveAction;
  26763. },
  26764. _takeBackAction: function ( action ) {
  26765. // [ active actions | inactive actions ]
  26766. // [ active actions |< inactive actions ]
  26767. // a s
  26768. // <-swap->
  26769. // s a
  26770. var actions = this._actions,
  26771. prevIndex = action._cacheIndex,
  26772. firstInactiveIndex = -- this._nActiveActions,
  26773. lastActiveAction = actions[ firstInactiveIndex ];
  26774. action._cacheIndex = firstInactiveIndex;
  26775. actions[ firstInactiveIndex ] = action;
  26776. lastActiveAction._cacheIndex = prevIndex;
  26777. actions[ prevIndex ] = lastActiveAction;
  26778. },
  26779. // Memory management for PropertyMixer objects
  26780. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26781. var bindingsByRoot = this._bindingsByRootAndName,
  26782. bindingByName = bindingsByRoot[ rootUuid ],
  26783. bindings = this._bindings;
  26784. if ( bindingByName === undefined ) {
  26785. bindingByName = {};
  26786. bindingsByRoot[ rootUuid ] = bindingByName;
  26787. }
  26788. bindingByName[ trackName ] = binding;
  26789. binding._cacheIndex = bindings.length;
  26790. bindings.push( binding );
  26791. },
  26792. _removeInactiveBinding: function ( binding ) {
  26793. var bindings = this._bindings,
  26794. propBinding = binding.binding,
  26795. rootUuid = propBinding.rootNode.uuid,
  26796. trackName = propBinding.path,
  26797. bindingsByRoot = this._bindingsByRootAndName,
  26798. bindingByName = bindingsByRoot[ rootUuid ],
  26799. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26800. cacheIndex = binding._cacheIndex;
  26801. lastInactiveBinding._cacheIndex = cacheIndex;
  26802. bindings[ cacheIndex ] = lastInactiveBinding;
  26803. bindings.pop();
  26804. delete bindingByName[ trackName ];
  26805. if ( Object.keys( bindingByName ).length === 0 ) {
  26806. delete bindingsByRoot[ rootUuid ];
  26807. }
  26808. },
  26809. _lendBinding: function ( binding ) {
  26810. var bindings = this._bindings,
  26811. prevIndex = binding._cacheIndex,
  26812. lastActiveIndex = this._nActiveBindings ++,
  26813. firstInactiveBinding = bindings[ lastActiveIndex ];
  26814. binding._cacheIndex = lastActiveIndex;
  26815. bindings[ lastActiveIndex ] = binding;
  26816. firstInactiveBinding._cacheIndex = prevIndex;
  26817. bindings[ prevIndex ] = firstInactiveBinding;
  26818. },
  26819. _takeBackBinding: function ( binding ) {
  26820. var bindings = this._bindings,
  26821. prevIndex = binding._cacheIndex,
  26822. firstInactiveIndex = -- this._nActiveBindings,
  26823. lastActiveBinding = bindings[ firstInactiveIndex ];
  26824. binding._cacheIndex = firstInactiveIndex;
  26825. bindings[ firstInactiveIndex ] = binding;
  26826. lastActiveBinding._cacheIndex = prevIndex;
  26827. bindings[ prevIndex ] = lastActiveBinding;
  26828. },
  26829. // Memory management of Interpolants for weight and time scale
  26830. _lendControlInterpolant: function () {
  26831. var interpolants = this._controlInterpolants,
  26832. lastActiveIndex = this._nActiveControlInterpolants ++,
  26833. interpolant = interpolants[ lastActiveIndex ];
  26834. if ( interpolant === undefined ) {
  26835. interpolant = new LinearInterpolant(
  26836. new Float32Array( 2 ), new Float32Array( 2 ),
  26837. 1, this._controlInterpolantsResultBuffer );
  26838. interpolant.__cacheIndex = lastActiveIndex;
  26839. interpolants[ lastActiveIndex ] = interpolant;
  26840. }
  26841. return interpolant;
  26842. },
  26843. _takeBackControlInterpolant: function ( interpolant ) {
  26844. var interpolants = this._controlInterpolants,
  26845. prevIndex = interpolant.__cacheIndex,
  26846. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26847. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26848. interpolant.__cacheIndex = firstInactiveIndex;
  26849. interpolants[ firstInactiveIndex ] = interpolant;
  26850. lastActiveInterpolant.__cacheIndex = prevIndex;
  26851. interpolants[ prevIndex ] = lastActiveInterpolant;
  26852. },
  26853. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26854. // return an action for a clip optionally using a custom root target
  26855. // object (this method allocates a lot of dynamic memory in case a
  26856. // previously unknown clip/root combination is specified)
  26857. clipAction: function ( clip, optionalRoot ) {
  26858. var root = optionalRoot || this._root,
  26859. rootUuid = root.uuid,
  26860. clipObject = typeof clip === 'string' ?
  26861. AnimationClip.findByName( root, clip ) : clip,
  26862. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26863. actionsForClip = this._actionsByClip[ clipUuid ],
  26864. prototypeAction = null;
  26865. if ( actionsForClip !== undefined ) {
  26866. var existingAction =
  26867. actionsForClip.actionByRoot[ rootUuid ];
  26868. if ( existingAction !== undefined ) {
  26869. return existingAction;
  26870. }
  26871. // we know the clip, so we don't have to parse all
  26872. // the bindings again but can just copy
  26873. prototypeAction = actionsForClip.knownActions[ 0 ];
  26874. // also, take the clip from the prototype action
  26875. if ( clipObject === null )
  26876. { clipObject = prototypeAction._clip; }
  26877. }
  26878. // clip must be known when specified via string
  26879. if ( clipObject === null ) { return null; }
  26880. // allocate all resources required to run it
  26881. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26882. this._bindAction( newAction, prototypeAction );
  26883. // and make the action known to the memory manager
  26884. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26885. return newAction;
  26886. },
  26887. // get an existing action
  26888. existingAction: function ( clip, optionalRoot ) {
  26889. var root = optionalRoot || this._root,
  26890. rootUuid = root.uuid,
  26891. clipObject = typeof clip === 'string' ?
  26892. AnimationClip.findByName( root, clip ) : clip,
  26893. clipUuid = clipObject ? clipObject.uuid : clip,
  26894. actionsForClip = this._actionsByClip[ clipUuid ];
  26895. if ( actionsForClip !== undefined ) {
  26896. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26897. }
  26898. return null;
  26899. },
  26900. // deactivates all previously scheduled actions
  26901. stopAllAction: function () {
  26902. var actions = this._actions,
  26903. nActions = this._nActiveActions,
  26904. bindings = this._bindings,
  26905. nBindings = this._nActiveBindings;
  26906. this._nActiveActions = 0;
  26907. this._nActiveBindings = 0;
  26908. for ( var i = 0; i !== nActions; ++ i ) {
  26909. actions[ i ].reset();
  26910. }
  26911. for ( var i = 0; i !== nBindings; ++ i ) {
  26912. bindings[ i ].useCount = 0;
  26913. }
  26914. return this;
  26915. },
  26916. // advance the time and update apply the animation
  26917. update: function ( deltaTime ) {
  26918. deltaTime *= this.timeScale;
  26919. var actions = this._actions,
  26920. nActions = this._nActiveActions,
  26921. time = this.time += deltaTime,
  26922. timeDirection = Math.sign( deltaTime ),
  26923. accuIndex = this._accuIndex ^= 1;
  26924. // run active actions
  26925. for ( var i = 0; i !== nActions; ++ i ) {
  26926. var action = actions[ i ];
  26927. action._update( time, deltaTime, timeDirection, accuIndex );
  26928. }
  26929. // update scene graph
  26930. var bindings = this._bindings,
  26931. nBindings = this._nActiveBindings;
  26932. for ( var i = 0; i !== nBindings; ++ i ) {
  26933. bindings[ i ].apply( accuIndex );
  26934. }
  26935. return this;
  26936. },
  26937. // Allows you to seek to a specific time in an animation.
  26938. setTime: function ( timeInSeconds ) {
  26939. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26940. for ( var i = 0; i < this._actions.length; i ++ ) {
  26941. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26942. }
  26943. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26944. },
  26945. // return this mixer's root target object
  26946. getRoot: function () {
  26947. return this._root;
  26948. },
  26949. // free all resources specific to a particular clip
  26950. uncacheClip: function ( clip ) {
  26951. var actions = this._actions,
  26952. clipUuid = clip.uuid,
  26953. actionsByClip = this._actionsByClip,
  26954. actionsForClip = actionsByClip[ clipUuid ];
  26955. if ( actionsForClip !== undefined ) {
  26956. // note: just calling _removeInactiveAction would mess up the
  26957. // iteration state and also require updating the state we can
  26958. // just throw away
  26959. var actionsToRemove = actionsForClip.knownActions;
  26960. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26961. var action = actionsToRemove[ i ];
  26962. this._deactivateAction( action );
  26963. var cacheIndex = action._cacheIndex,
  26964. lastInactiveAction = actions[ actions.length - 1 ];
  26965. action._cacheIndex = null;
  26966. action._byClipCacheIndex = null;
  26967. lastInactiveAction._cacheIndex = cacheIndex;
  26968. actions[ cacheIndex ] = lastInactiveAction;
  26969. actions.pop();
  26970. this._removeInactiveBindingsForAction( action );
  26971. }
  26972. delete actionsByClip[ clipUuid ];
  26973. }
  26974. },
  26975. // free all resources specific to a particular root target object
  26976. uncacheRoot: function ( root ) {
  26977. var rootUuid = root.uuid,
  26978. actionsByClip = this._actionsByClip;
  26979. for ( var clipUuid in actionsByClip ) {
  26980. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26981. action = actionByRoot[ rootUuid ];
  26982. if ( action !== undefined ) {
  26983. this._deactivateAction( action );
  26984. this._removeInactiveAction( action );
  26985. }
  26986. }
  26987. var bindingsByRoot = this._bindingsByRootAndName,
  26988. bindingByName = bindingsByRoot[ rootUuid ];
  26989. if ( bindingByName !== undefined ) {
  26990. for ( var trackName in bindingByName ) {
  26991. var binding = bindingByName[ trackName ];
  26992. binding.restoreOriginalState();
  26993. this._removeInactiveBinding( binding );
  26994. }
  26995. }
  26996. },
  26997. // remove a targeted clip from the cache
  26998. uncacheAction: function ( clip, optionalRoot ) {
  26999. var action = this.existingAction( clip, optionalRoot );
  27000. if ( action !== null ) {
  27001. this._deactivateAction( action );
  27002. this._removeInactiveAction( action );
  27003. }
  27004. }
  27005. } );
  27006. /**
  27007. * @author mrdoob / http://mrdoob.com/
  27008. */
  27009. function Uniform( value ) {
  27010. if ( typeof value === 'string' ) {
  27011. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27012. value = arguments[ 1 ];
  27013. }
  27014. this.value = value;
  27015. }
  27016. Uniform.prototype.clone = function () {
  27017. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27018. };
  27019. /**
  27020. * @author benaadams / https://twitter.com/ben_a_adams
  27021. */
  27022. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27023. InterleavedBuffer.call( this, array, stride );
  27024. this.meshPerAttribute = meshPerAttribute || 1;
  27025. }
  27026. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27027. constructor: InstancedInterleavedBuffer,
  27028. isInstancedInterleavedBuffer: true,
  27029. copy: function ( source ) {
  27030. InterleavedBuffer.prototype.copy.call( this, source );
  27031. this.meshPerAttribute = source.meshPerAttribute;
  27032. return this;
  27033. }
  27034. } );
  27035. /**
  27036. * @author mrdoob / http://mrdoob.com/
  27037. * @author bhouston / http://clara.io/
  27038. * @author stephomi / http://stephaneginier.com/
  27039. */
  27040. function Raycaster( origin, direction, near, far ) {
  27041. this.ray = new Ray( origin, direction );
  27042. // direction is assumed to be normalized (for accurate distance calculations)
  27043. this.near = near || 0;
  27044. this.far = far || Infinity;
  27045. this.camera = null;
  27046. this.params = {
  27047. Mesh: {},
  27048. Line: {},
  27049. LOD: {},
  27050. Points: { threshold: 1 },
  27051. Sprite: {}
  27052. };
  27053. Object.defineProperties( this.params, {
  27054. PointCloud: {
  27055. get: function () {
  27056. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27057. return this.Points;
  27058. }
  27059. }
  27060. } );
  27061. }
  27062. function ascSort( a, b ) {
  27063. return a.distance - b.distance;
  27064. }
  27065. function intersectObject( object, raycaster, intersects, recursive ) {
  27066. if ( object.visible === false ) { return; }
  27067. object.raycast( raycaster, intersects );
  27068. if ( recursive === true ) {
  27069. var children = object.children;
  27070. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27071. intersectObject( children[ i ], raycaster, intersects, true );
  27072. }
  27073. }
  27074. }
  27075. Object.assign( Raycaster.prototype, {
  27076. linePrecision: 1,
  27077. set: function ( origin, direction ) {
  27078. // direction is assumed to be normalized (for accurate distance calculations)
  27079. this.ray.set( origin, direction );
  27080. },
  27081. setFromCamera: function ( coords, camera ) {
  27082. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27083. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27084. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27085. this.camera = camera;
  27086. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27087. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27088. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27089. this.camera = camera;
  27090. } else {
  27091. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27092. }
  27093. },
  27094. intersectObject: function ( object, recursive, optionalTarget ) {
  27095. var intersects = optionalTarget || [];
  27096. intersectObject( object, this, intersects, recursive );
  27097. intersects.sort( ascSort );
  27098. return intersects;
  27099. },
  27100. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27101. var intersects = optionalTarget || [];
  27102. if ( Array.isArray( objects ) === false ) {
  27103. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27104. return intersects;
  27105. }
  27106. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27107. intersectObject( objects[ i ], this, intersects, recursive );
  27108. }
  27109. intersects.sort( ascSort );
  27110. return intersects;
  27111. }
  27112. } );
  27113. /**
  27114. * @author bhouston / http://clara.io
  27115. * @author WestLangley / http://github.com/WestLangley
  27116. *
  27117. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27118. *
  27119. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27120. * The azimuthal angle (theta) is measured from the positive z-axis.
  27121. */
  27122. function Spherical( radius, phi, theta ) {
  27123. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27124. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27125. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27126. return this;
  27127. }
  27128. Object.assign( Spherical.prototype, {
  27129. set: function ( radius, phi, theta ) {
  27130. this.radius = radius;
  27131. this.phi = phi;
  27132. this.theta = theta;
  27133. return this;
  27134. },
  27135. clone: function () {
  27136. return new this.constructor().copy( this );
  27137. },
  27138. copy: function ( other ) {
  27139. this.radius = other.radius;
  27140. this.phi = other.phi;
  27141. this.theta = other.theta;
  27142. return this;
  27143. },
  27144. // restrict phi to be betwee EPS and PI-EPS
  27145. makeSafe: function () {
  27146. var EPS = 0.000001;
  27147. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27148. return this;
  27149. },
  27150. setFromVector3: function ( v ) {
  27151. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27152. },
  27153. setFromCartesianCoords: function ( x, y, z ) {
  27154. this.radius = Math.sqrt( x * x + y * y + z * z );
  27155. if ( this.radius === 0 ) {
  27156. this.theta = 0;
  27157. this.phi = 0;
  27158. } else {
  27159. this.theta = Math.atan2( x, z );
  27160. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  27161. }
  27162. return this;
  27163. }
  27164. } );
  27165. /**
  27166. * @author Mugen87 / https://github.com/Mugen87
  27167. *
  27168. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27169. *
  27170. */
  27171. function Cylindrical( radius, theta, y ) {
  27172. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27173. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27174. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27175. return this;
  27176. }
  27177. Object.assign( Cylindrical.prototype, {
  27178. set: function ( radius, theta, y ) {
  27179. this.radius = radius;
  27180. this.theta = theta;
  27181. this.y = y;
  27182. return this;
  27183. },
  27184. clone: function () {
  27185. return new this.constructor().copy( this );
  27186. },
  27187. copy: function ( other ) {
  27188. this.radius = other.radius;
  27189. this.theta = other.theta;
  27190. this.y = other.y;
  27191. return this;
  27192. },
  27193. setFromVector3: function ( v ) {
  27194. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27195. },
  27196. setFromCartesianCoords: function ( x, y, z ) {
  27197. this.radius = Math.sqrt( x * x + z * z );
  27198. this.theta = Math.atan2( x, z );
  27199. this.y = y;
  27200. return this;
  27201. }
  27202. } );
  27203. /**
  27204. * @author bhouston / http://clara.io
  27205. */
  27206. var _vector$8 = new Vector2();
  27207. function Box2( min, max ) {
  27208. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27209. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27210. }
  27211. Object.assign( Box2.prototype, {
  27212. set: function ( min, max ) {
  27213. this.min.copy( min );
  27214. this.max.copy( max );
  27215. return this;
  27216. },
  27217. setFromPoints: function ( points ) {
  27218. this.makeEmpty();
  27219. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27220. this.expandByPoint( points[ i ] );
  27221. }
  27222. return this;
  27223. },
  27224. setFromCenterAndSize: function ( center, size ) {
  27225. var halfSize = _vector$8.copy( size ).multiplyScalar( 0.5 );
  27226. this.min.copy( center ).sub( halfSize );
  27227. this.max.copy( center ).add( halfSize );
  27228. return this;
  27229. },
  27230. clone: function () {
  27231. return new this.constructor().copy( this );
  27232. },
  27233. copy: function ( box ) {
  27234. this.min.copy( box.min );
  27235. this.max.copy( box.max );
  27236. return this;
  27237. },
  27238. makeEmpty: function () {
  27239. this.min.x = this.min.y = + Infinity;
  27240. this.max.x = this.max.y = - Infinity;
  27241. return this;
  27242. },
  27243. isEmpty: function () {
  27244. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27245. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27246. },
  27247. getCenter: function ( target ) {
  27248. if ( target === undefined ) {
  27249. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27250. target = new Vector2();
  27251. }
  27252. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27253. },
  27254. getSize: function ( target ) {
  27255. if ( target === undefined ) {
  27256. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27257. target = new Vector2();
  27258. }
  27259. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27260. },
  27261. expandByPoint: function ( point ) {
  27262. this.min.min( point );
  27263. this.max.max( point );
  27264. return this;
  27265. },
  27266. expandByVector: function ( vector ) {
  27267. this.min.sub( vector );
  27268. this.max.add( vector );
  27269. return this;
  27270. },
  27271. expandByScalar: function ( scalar ) {
  27272. this.min.addScalar( - scalar );
  27273. this.max.addScalar( scalar );
  27274. return this;
  27275. },
  27276. containsPoint: function ( point ) {
  27277. return point.x < this.min.x || point.x > this.max.x ||
  27278. point.y < this.min.y || point.y > this.max.y ? false : true;
  27279. },
  27280. containsBox: function ( box ) {
  27281. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27282. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27283. },
  27284. getParameter: function ( point, target ) {
  27285. // This can potentially have a divide by zero if the box
  27286. // has a size dimension of 0.
  27287. if ( target === undefined ) {
  27288. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27289. target = new Vector2();
  27290. }
  27291. return target.set(
  27292. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27293. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27294. );
  27295. },
  27296. intersectsBox: function ( box ) {
  27297. // using 4 splitting planes to rule out intersections
  27298. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27299. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27300. },
  27301. clampPoint: function ( point, target ) {
  27302. if ( target === undefined ) {
  27303. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27304. target = new Vector2();
  27305. }
  27306. return target.copy( point ).clamp( this.min, this.max );
  27307. },
  27308. distanceToPoint: function ( point ) {
  27309. var clampedPoint = _vector$8.copy( point ).clamp( this.min, this.max );
  27310. return clampedPoint.sub( point ).length();
  27311. },
  27312. intersect: function ( box ) {
  27313. this.min.max( box.min );
  27314. this.max.min( box.max );
  27315. return this;
  27316. },
  27317. union: function ( box ) {
  27318. this.min.min( box.min );
  27319. this.max.max( box.max );
  27320. return this;
  27321. },
  27322. translate: function ( offset ) {
  27323. this.min.add( offset );
  27324. this.max.add( offset );
  27325. return this;
  27326. },
  27327. equals: function ( box ) {
  27328. return box.min.equals( this.min ) && box.max.equals( this.max );
  27329. }
  27330. } );
  27331. /**
  27332. * @author bhouston / http://clara.io
  27333. */
  27334. var _startP = new Vector3();
  27335. var _startEnd = new Vector3();
  27336. function Line3( start, end ) {
  27337. this.start = ( start !== undefined ) ? start : new Vector3();
  27338. this.end = ( end !== undefined ) ? end : new Vector3();
  27339. }
  27340. Object.assign( Line3.prototype, {
  27341. set: function ( start, end ) {
  27342. this.start.copy( start );
  27343. this.end.copy( end );
  27344. return this;
  27345. },
  27346. clone: function () {
  27347. return new this.constructor().copy( this );
  27348. },
  27349. copy: function ( line ) {
  27350. this.start.copy( line.start );
  27351. this.end.copy( line.end );
  27352. return this;
  27353. },
  27354. getCenter: function ( target ) {
  27355. if ( target === undefined ) {
  27356. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27357. target = new Vector3();
  27358. }
  27359. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27360. },
  27361. delta: function ( target ) {
  27362. if ( target === undefined ) {
  27363. console.warn( 'THREE.Line3: .delta() target is now required' );
  27364. target = new Vector3();
  27365. }
  27366. return target.subVectors( this.end, this.start );
  27367. },
  27368. distanceSq: function () {
  27369. return this.start.distanceToSquared( this.end );
  27370. },
  27371. distance: function () {
  27372. return this.start.distanceTo( this.end );
  27373. },
  27374. at: function ( t, target ) {
  27375. if ( target === undefined ) {
  27376. console.warn( 'THREE.Line3: .at() target is now required' );
  27377. target = new Vector3();
  27378. }
  27379. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27380. },
  27381. closestPointToPointParameter: function ( point, clampToLine ) {
  27382. _startP.subVectors( point, this.start );
  27383. _startEnd.subVectors( this.end, this.start );
  27384. var startEnd2 = _startEnd.dot( _startEnd );
  27385. var startEnd_startP = _startEnd.dot( _startP );
  27386. var t = startEnd_startP / startEnd2;
  27387. if ( clampToLine ) {
  27388. t = _Math.clamp( t, 0, 1 );
  27389. }
  27390. return t;
  27391. },
  27392. closestPointToPoint: function ( point, clampToLine, target ) {
  27393. var t = this.closestPointToPointParameter( point, clampToLine );
  27394. if ( target === undefined ) {
  27395. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27396. target = new Vector3();
  27397. }
  27398. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27399. },
  27400. applyMatrix4: function ( matrix ) {
  27401. this.start.applyMatrix4( matrix );
  27402. this.end.applyMatrix4( matrix );
  27403. return this;
  27404. },
  27405. equals: function ( line ) {
  27406. return line.start.equals( this.start ) && line.end.equals( this.end );
  27407. }
  27408. } );
  27409. /**
  27410. * @author alteredq / http://alteredqualia.com/
  27411. */
  27412. function ImmediateRenderObject( material ) {
  27413. Object3D.call( this );
  27414. this.material = material;
  27415. this.render = function ( /* renderCallback */ ) {};
  27416. }
  27417. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27418. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27419. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27420. /**
  27421. * @author alteredq / http://alteredqualia.com/
  27422. * @author mrdoob / http://mrdoob.com/
  27423. * @author WestLangley / http://github.com/WestLangley
  27424. */
  27425. var _vector$9 = new Vector3();
  27426. function SpotLightHelper( light, color ) {
  27427. Object3D.call( this );
  27428. this.light = light;
  27429. this.light.updateMatrixWorld();
  27430. this.matrix = light.matrixWorld;
  27431. this.matrixAutoUpdate = false;
  27432. this.color = color;
  27433. var geometry = new BufferGeometry();
  27434. var positions = [
  27435. 0, 0, 0, 0, 0, 1,
  27436. 0, 0, 0, 1, 0, 1,
  27437. 0, 0, 0, - 1, 0, 1,
  27438. 0, 0, 0, 0, 1, 1,
  27439. 0, 0, 0, 0, - 1, 1
  27440. ];
  27441. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27442. var p1 = ( i / l ) * Math.PI * 2;
  27443. var p2 = ( j / l ) * Math.PI * 2;
  27444. positions.push(
  27445. Math.cos( p1 ), Math.sin( p1 ), 1,
  27446. Math.cos( p2 ), Math.sin( p2 ), 1
  27447. );
  27448. }
  27449. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27450. var material = new LineBasicMaterial( { fog: false } );
  27451. this.cone = new LineSegments( geometry, material );
  27452. this.add( this.cone );
  27453. this.update();
  27454. }
  27455. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27456. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27457. SpotLightHelper.prototype.dispose = function () {
  27458. this.cone.geometry.dispose();
  27459. this.cone.material.dispose();
  27460. };
  27461. SpotLightHelper.prototype.update = function () {
  27462. this.light.updateMatrixWorld();
  27463. var coneLength = this.light.distance ? this.light.distance : 1000;
  27464. var coneWidth = coneLength * Math.tan( this.light.angle );
  27465. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27466. _vector$9.setFromMatrixPosition( this.light.target.matrixWorld );
  27467. this.cone.lookAt( _vector$9 );
  27468. if ( this.color !== undefined ) {
  27469. this.cone.material.color.set( this.color );
  27470. } else {
  27471. this.cone.material.color.copy( this.light.color );
  27472. }
  27473. };
  27474. /**
  27475. * @author Sean Griffin / http://twitter.com/sgrif
  27476. * @author Michael Guerrero / http://realitymeltdown.com
  27477. * @author mrdoob / http://mrdoob.com/
  27478. * @author ikerr / http://verold.com
  27479. * @author Mugen87 / https://github.com/Mugen87
  27480. */
  27481. var _vector$a = new Vector3();
  27482. var _boneMatrix = new Matrix4();
  27483. var _matrixWorldInv = new Matrix4();
  27484. function getBoneList( object ) {
  27485. var boneList = [];
  27486. if ( object && object.isBone ) {
  27487. boneList.push( object );
  27488. }
  27489. for ( var i = 0; i < object.children.length; i ++ ) {
  27490. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27491. }
  27492. return boneList;
  27493. }
  27494. function SkeletonHelper( object ) {
  27495. var bones = getBoneList( object );
  27496. var geometry = new BufferGeometry();
  27497. var vertices = [];
  27498. var colors = [];
  27499. var color1 = new Color( 0, 0, 1 );
  27500. var color2 = new Color( 0, 1, 0 );
  27501. for ( var i = 0; i < bones.length; i ++ ) {
  27502. var bone = bones[ i ];
  27503. if ( bone.parent && bone.parent.isBone ) {
  27504. vertices.push( 0, 0, 0 );
  27505. vertices.push( 0, 0, 0 );
  27506. colors.push( color1.r, color1.g, color1.b );
  27507. colors.push( color2.r, color2.g, color2.b );
  27508. }
  27509. }
  27510. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27511. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27512. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27513. LineSegments.call( this, geometry, material );
  27514. this.root = object;
  27515. this.bones = bones;
  27516. this.matrix = object.matrixWorld;
  27517. this.matrixAutoUpdate = false;
  27518. }
  27519. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27520. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27521. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27522. var bones = this.bones;
  27523. var geometry = this.geometry;
  27524. var position = geometry.getAttribute( 'position' );
  27525. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27526. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27527. var bone = bones[ i ];
  27528. if ( bone.parent && bone.parent.isBone ) {
  27529. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27530. _vector$a.setFromMatrixPosition( _boneMatrix );
  27531. position.setXYZ( j, _vector$a.x, _vector$a.y, _vector$a.z );
  27532. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27533. _vector$a.setFromMatrixPosition( _boneMatrix );
  27534. position.setXYZ( j + 1, _vector$a.x, _vector$a.y, _vector$a.z );
  27535. j += 2;
  27536. }
  27537. }
  27538. geometry.getAttribute( 'position' ).needsUpdate = true;
  27539. Object3D.prototype.updateMatrixWorld.call( this, force );
  27540. };
  27541. /**
  27542. * @author alteredq / http://alteredqualia.com/
  27543. * @author mrdoob / http://mrdoob.com/
  27544. */
  27545. function PointLightHelper( light, sphereSize, color ) {
  27546. this.light = light;
  27547. this.light.updateMatrixWorld();
  27548. this.color = color;
  27549. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27550. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27551. Mesh.call( this, geometry, material );
  27552. this.matrix = this.light.matrixWorld;
  27553. this.matrixAutoUpdate = false;
  27554. this.update();
  27555. /*
  27556. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27557. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27558. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27559. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27560. var d = light.distance;
  27561. if ( d === 0.0 ) {
  27562. this.lightDistance.visible = false;
  27563. } else {
  27564. this.lightDistance.scale.set( d, d, d );
  27565. }
  27566. this.add( this.lightDistance );
  27567. */
  27568. }
  27569. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27570. PointLightHelper.prototype.constructor = PointLightHelper;
  27571. PointLightHelper.prototype.dispose = function () {
  27572. this.geometry.dispose();
  27573. this.material.dispose();
  27574. };
  27575. PointLightHelper.prototype.update = function () {
  27576. if ( this.color !== undefined ) {
  27577. this.material.color.set( this.color );
  27578. } else {
  27579. this.material.color.copy( this.light.color );
  27580. }
  27581. /*
  27582. var d = this.light.distance;
  27583. if ( d === 0.0 ) {
  27584. this.lightDistance.visible = false;
  27585. } else {
  27586. this.lightDistance.visible = true;
  27587. this.lightDistance.scale.set( d, d, d );
  27588. }
  27589. */
  27590. };
  27591. /**
  27592. * @author alteredq / http://alteredqualia.com/
  27593. * @author mrdoob / http://mrdoob.com/
  27594. * @author Mugen87 / https://github.com/Mugen87
  27595. */
  27596. var _vector$b = new Vector3();
  27597. var _color1 = new Color();
  27598. var _color2 = new Color();
  27599. function HemisphereLightHelper( light, size, color ) {
  27600. Object3D.call( this );
  27601. this.light = light;
  27602. this.light.updateMatrixWorld();
  27603. this.matrix = light.matrixWorld;
  27604. this.matrixAutoUpdate = false;
  27605. this.color = color;
  27606. var geometry = new OctahedronBufferGeometry( size );
  27607. geometry.rotateY( Math.PI * 0.5 );
  27608. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27609. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27610. var position = geometry.getAttribute( 'position' );
  27611. var colors = new Float32Array( position.count * 3 );
  27612. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27613. this.add( new Mesh( geometry, this.material ) );
  27614. this.update();
  27615. }
  27616. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27617. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27618. HemisphereLightHelper.prototype.dispose = function () {
  27619. this.children[ 0 ].geometry.dispose();
  27620. this.children[ 0 ].material.dispose();
  27621. };
  27622. HemisphereLightHelper.prototype.update = function () {
  27623. var mesh = this.children[ 0 ];
  27624. if ( this.color !== undefined ) {
  27625. this.material.color.set( this.color );
  27626. } else {
  27627. var colors = mesh.geometry.getAttribute( 'color' );
  27628. _color1.copy( this.light.color );
  27629. _color2.copy( this.light.groundColor );
  27630. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27631. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27632. colors.setXYZ( i, color.r, color.g, color.b );
  27633. }
  27634. colors.needsUpdate = true;
  27635. }
  27636. mesh.lookAt( _vector$b.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27637. };
  27638. /**
  27639. * @author mrdoob / http://mrdoob.com/
  27640. */
  27641. function GridHelper( size, divisions, color1, color2 ) {
  27642. size = size || 10;
  27643. divisions = divisions || 10;
  27644. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27645. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27646. var center = divisions / 2;
  27647. var step = size / divisions;
  27648. var halfSize = size / 2;
  27649. var vertices = [], colors = [];
  27650. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27651. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27652. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27653. var color = i === center ? color1 : color2;
  27654. color.toArray( colors, j ); j += 3;
  27655. color.toArray( colors, j ); j += 3;
  27656. color.toArray( colors, j ); j += 3;
  27657. color.toArray( colors, j ); j += 3;
  27658. }
  27659. var geometry = new BufferGeometry();
  27660. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27661. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27662. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27663. LineSegments.call( this, geometry, material );
  27664. }
  27665. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27666. constructor: GridHelper,
  27667. copy: function ( source ) {
  27668. LineSegments.prototype.copy.call( this, source );
  27669. this.geometry.copy( source.geometry );
  27670. this.material.copy( source.material );
  27671. return this;
  27672. },
  27673. clone: function () {
  27674. return new this.constructor().copy( this );
  27675. }
  27676. } );
  27677. /**
  27678. * @author mrdoob / http://mrdoob.com/
  27679. * @author Mugen87 / http://github.com/Mugen87
  27680. * @author Hectate / http://www.github.com/Hectate
  27681. */
  27682. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27683. radius = radius || 10;
  27684. radials = radials || 16;
  27685. circles = circles || 8;
  27686. divisions = divisions || 64;
  27687. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27688. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27689. var vertices = [];
  27690. var colors = [];
  27691. var x, z;
  27692. var v, i, j, r, color;
  27693. // create the radials
  27694. for ( i = 0; i <= radials; i ++ ) {
  27695. v = ( i / radials ) * ( Math.PI * 2 );
  27696. x = Math.sin( v ) * radius;
  27697. z = Math.cos( v ) * radius;
  27698. vertices.push( 0, 0, 0 );
  27699. vertices.push( x, 0, z );
  27700. color = ( i & 1 ) ? color1 : color2;
  27701. colors.push( color.r, color.g, color.b );
  27702. colors.push( color.r, color.g, color.b );
  27703. }
  27704. // create the circles
  27705. for ( i = 0; i <= circles; i ++ ) {
  27706. color = ( i & 1 ) ? color1 : color2;
  27707. r = radius - ( radius / circles * i );
  27708. for ( j = 0; j < divisions; j ++ ) {
  27709. // first vertex
  27710. v = ( j / divisions ) * ( Math.PI * 2 );
  27711. x = Math.sin( v ) * r;
  27712. z = Math.cos( v ) * r;
  27713. vertices.push( x, 0, z );
  27714. colors.push( color.r, color.g, color.b );
  27715. // second vertex
  27716. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27717. x = Math.sin( v ) * r;
  27718. z = Math.cos( v ) * r;
  27719. vertices.push( x, 0, z );
  27720. colors.push( color.r, color.g, color.b );
  27721. }
  27722. }
  27723. var geometry = new BufferGeometry();
  27724. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27725. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27726. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27727. LineSegments.call( this, geometry, material );
  27728. }
  27729. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27730. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27731. /**
  27732. * @author alteredq / http://alteredqualia.com/
  27733. * @author mrdoob / http://mrdoob.com/
  27734. * @author WestLangley / http://github.com/WestLangley
  27735. */
  27736. var _v1$5 = new Vector3();
  27737. var _v2$3 = new Vector3();
  27738. var _v3$1 = new Vector3();
  27739. function DirectionalLightHelper( light, size, color ) {
  27740. Object3D.call( this );
  27741. this.light = light;
  27742. this.light.updateMatrixWorld();
  27743. this.matrix = light.matrixWorld;
  27744. this.matrixAutoUpdate = false;
  27745. this.color = color;
  27746. if ( size === undefined ) { size = 1; }
  27747. var geometry = new BufferGeometry();
  27748. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27749. - size, size, 0,
  27750. size, size, 0,
  27751. size, - size, 0,
  27752. - size, - size, 0,
  27753. - size, size, 0
  27754. ], 3 ) );
  27755. var material = new LineBasicMaterial( { fog: false } );
  27756. this.lightPlane = new Line( geometry, material );
  27757. this.add( this.lightPlane );
  27758. geometry = new BufferGeometry();
  27759. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27760. this.targetLine = new Line( geometry, material );
  27761. this.add( this.targetLine );
  27762. this.update();
  27763. }
  27764. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27765. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27766. DirectionalLightHelper.prototype.dispose = function () {
  27767. this.lightPlane.geometry.dispose();
  27768. this.lightPlane.material.dispose();
  27769. this.targetLine.geometry.dispose();
  27770. this.targetLine.material.dispose();
  27771. };
  27772. DirectionalLightHelper.prototype.update = function () {
  27773. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27774. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27775. _v3$1.subVectors( _v2$3, _v1$5 );
  27776. this.lightPlane.lookAt( _v2$3 );
  27777. if ( this.color !== undefined ) {
  27778. this.lightPlane.material.color.set( this.color );
  27779. this.targetLine.material.color.set( this.color );
  27780. } else {
  27781. this.lightPlane.material.color.copy( this.light.color );
  27782. this.targetLine.material.color.copy( this.light.color );
  27783. }
  27784. this.targetLine.lookAt( _v2$3 );
  27785. this.targetLine.scale.z = _v3$1.length();
  27786. };
  27787. /**
  27788. * @author alteredq / http://alteredqualia.com/
  27789. * @author Mugen87 / https://github.com/Mugen87
  27790. *
  27791. * - shows frustum, line of sight and up of the camera
  27792. * - suitable for fast updates
  27793. * - based on frustum visualization in lightgl.js shadowmap example
  27794. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27795. */
  27796. var _vector$c = new Vector3();
  27797. var _camera = new Camera();
  27798. function CameraHelper( camera ) {
  27799. var geometry = new BufferGeometry();
  27800. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27801. var vertices = [];
  27802. var colors = [];
  27803. var pointMap = {};
  27804. // colors
  27805. var colorFrustum = new Color( 0xffaa00 );
  27806. var colorCone = new Color( 0xff0000 );
  27807. var colorUp = new Color( 0x00aaff );
  27808. var colorTarget = new Color( 0xffffff );
  27809. var colorCross = new Color( 0x333333 );
  27810. // near
  27811. addLine( 'n1', 'n2', colorFrustum );
  27812. addLine( 'n2', 'n4', colorFrustum );
  27813. addLine( 'n4', 'n3', colorFrustum );
  27814. addLine( 'n3', 'n1', colorFrustum );
  27815. // far
  27816. addLine( 'f1', 'f2', colorFrustum );
  27817. addLine( 'f2', 'f4', colorFrustum );
  27818. addLine( 'f4', 'f3', colorFrustum );
  27819. addLine( 'f3', 'f1', colorFrustum );
  27820. // sides
  27821. addLine( 'n1', 'f1', colorFrustum );
  27822. addLine( 'n2', 'f2', colorFrustum );
  27823. addLine( 'n3', 'f3', colorFrustum );
  27824. addLine( 'n4', 'f4', colorFrustum );
  27825. // cone
  27826. addLine( 'p', 'n1', colorCone );
  27827. addLine( 'p', 'n2', colorCone );
  27828. addLine( 'p', 'n3', colorCone );
  27829. addLine( 'p', 'n4', colorCone );
  27830. // up
  27831. addLine( 'u1', 'u2', colorUp );
  27832. addLine( 'u2', 'u3', colorUp );
  27833. addLine( 'u3', 'u1', colorUp );
  27834. // target
  27835. addLine( 'c', 't', colorTarget );
  27836. addLine( 'p', 'c', colorCross );
  27837. // cross
  27838. addLine( 'cn1', 'cn2', colorCross );
  27839. addLine( 'cn3', 'cn4', colorCross );
  27840. addLine( 'cf1', 'cf2', colorCross );
  27841. addLine( 'cf3', 'cf4', colorCross );
  27842. function addLine( a, b, color ) {
  27843. addPoint( a, color );
  27844. addPoint( b, color );
  27845. }
  27846. function addPoint( id, color ) {
  27847. vertices.push( 0, 0, 0 );
  27848. colors.push( color.r, color.g, color.b );
  27849. if ( pointMap[ id ] === undefined ) {
  27850. pointMap[ id ] = [];
  27851. }
  27852. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27853. }
  27854. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27855. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27856. LineSegments.call( this, geometry, material );
  27857. this.camera = camera;
  27858. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27859. this.matrix = camera.matrixWorld;
  27860. this.matrixAutoUpdate = false;
  27861. this.pointMap = pointMap;
  27862. this.update();
  27863. }
  27864. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27865. CameraHelper.prototype.constructor = CameraHelper;
  27866. CameraHelper.prototype.update = function () {
  27867. var geometry = this.geometry;
  27868. var pointMap = this.pointMap;
  27869. var w = 1, h = 1;
  27870. // we need just camera projection matrix inverse
  27871. // world matrix must be identity
  27872. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27873. // center / target
  27874. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27875. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27876. // near
  27877. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27878. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27879. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27880. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27881. // far
  27882. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27883. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27884. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27885. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27886. // up
  27887. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27888. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27889. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27890. // cross
  27891. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27892. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27893. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27894. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27895. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27896. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27897. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27898. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27899. geometry.getAttribute( 'position' ).needsUpdate = true;
  27900. };
  27901. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27902. _vector$c.set( x, y, z ).unproject( camera );
  27903. var points = pointMap[ point ];
  27904. if ( points !== undefined ) {
  27905. var position = geometry.getAttribute( 'position' );
  27906. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27907. position.setXYZ( points[ i ], _vector$c.x, _vector$c.y, _vector$c.z );
  27908. }
  27909. }
  27910. }
  27911. /**
  27912. * @author mrdoob / http://mrdoob.com/
  27913. * @author Mugen87 / http://github.com/Mugen87
  27914. */
  27915. var _box$3 = new Box3();
  27916. function BoxHelper( object, color ) {
  27917. this.object = object;
  27918. if ( color === undefined ) { color = 0xffff00; }
  27919. 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 ] );
  27920. var positions = new Float32Array( 8 * 3 );
  27921. var geometry = new BufferGeometry();
  27922. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27923. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27924. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27925. this.matrixAutoUpdate = false;
  27926. this.update();
  27927. }
  27928. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27929. BoxHelper.prototype.constructor = BoxHelper;
  27930. BoxHelper.prototype.update = function ( object ) {
  27931. if ( object !== undefined ) {
  27932. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27933. }
  27934. if ( this.object !== undefined ) {
  27935. _box$3.setFromObject( this.object );
  27936. }
  27937. if ( _box$3.isEmpty() ) { return; }
  27938. var min = _box$3.min;
  27939. var max = _box$3.max;
  27940. /*
  27941. 5____4
  27942. 1/___0/|
  27943. | 6__|_7
  27944. 2/___3/
  27945. 0: max.x, max.y, max.z
  27946. 1: min.x, max.y, max.z
  27947. 2: min.x, min.y, max.z
  27948. 3: max.x, min.y, max.z
  27949. 4: max.x, max.y, min.z
  27950. 5: min.x, max.y, min.z
  27951. 6: min.x, min.y, min.z
  27952. 7: max.x, min.y, min.z
  27953. */
  27954. var position = this.geometry.attributes.position;
  27955. var array = position.array;
  27956. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27957. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27958. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27959. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27960. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27961. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27962. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27963. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27964. position.needsUpdate = true;
  27965. this.geometry.computeBoundingSphere();
  27966. };
  27967. BoxHelper.prototype.setFromObject = function ( object ) {
  27968. this.object = object;
  27969. this.update();
  27970. return this;
  27971. };
  27972. BoxHelper.prototype.copy = function ( source ) {
  27973. LineSegments.prototype.copy.call( this, source );
  27974. this.object = source.object;
  27975. return this;
  27976. };
  27977. BoxHelper.prototype.clone = function () {
  27978. return new this.constructor().copy( this );
  27979. };
  27980. /**
  27981. * @author WestLangley / http://github.com/WestLangley
  27982. */
  27983. function Box3Helper( box, color ) {
  27984. this.type = 'Box3Helper';
  27985. this.box = box;
  27986. color = color || 0xffff00;
  27987. 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 ] );
  27988. 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 ];
  27989. var geometry = new BufferGeometry();
  27990. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27991. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27992. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27993. this.geometry.computeBoundingSphere();
  27994. }
  27995. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27996. Box3Helper.prototype.constructor = Box3Helper;
  27997. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27998. var box = this.box;
  27999. if ( box.isEmpty() ) { return; }
  28000. box.getCenter( this.position );
  28001. box.getSize( this.scale );
  28002. this.scale.multiplyScalar( 0.5 );
  28003. Object3D.prototype.updateMatrixWorld.call( this, force );
  28004. };
  28005. /**
  28006. * @author WestLangley / http://github.com/WestLangley
  28007. */
  28008. function PlaneHelper( plane, size, hex ) {
  28009. this.type = 'PlaneHelper';
  28010. this.plane = plane;
  28011. this.size = ( size === undefined ) ? 1 : size;
  28012. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28013. 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 ];
  28014. var geometry = new BufferGeometry();
  28015. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28016. geometry.computeBoundingSphere();
  28017. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28018. //
  28019. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28020. var geometry2 = new BufferGeometry();
  28021. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28022. geometry2.computeBoundingSphere();
  28023. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28024. }
  28025. PlaneHelper.prototype = Object.create( Line.prototype );
  28026. PlaneHelper.prototype.constructor = PlaneHelper;
  28027. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28028. var scale = - this.plane.constant;
  28029. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28030. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28031. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28032. this.lookAt( this.plane.normal );
  28033. Object3D.prototype.updateMatrixWorld.call( this, force );
  28034. };
  28035. /**
  28036. * @author WestLangley / http://github.com/WestLangley
  28037. * @author zz85 / http://github.com/zz85
  28038. * @author bhouston / http://clara.io
  28039. *
  28040. * Creates an arrow for visualizing directions
  28041. *
  28042. * Parameters:
  28043. * dir - Vector3
  28044. * origin - Vector3
  28045. * length - Number
  28046. * color - color in hex value
  28047. * headLength - Number
  28048. * headWidth - Number
  28049. */
  28050. var _axis = new Vector3();
  28051. var _lineGeometry, _coneGeometry;
  28052. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28053. // dir is assumed to be normalized
  28054. Object3D.call( this );
  28055. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28056. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28057. if ( length === undefined ) { length = 1; }
  28058. if ( color === undefined ) { color = 0xffff00; }
  28059. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28060. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28061. if ( _lineGeometry === undefined ) {
  28062. _lineGeometry = new BufferGeometry();
  28063. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28064. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28065. _coneGeometry.translate( 0, - 0.5, 0 );
  28066. }
  28067. this.position.copy( origin );
  28068. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28069. this.line.matrixAutoUpdate = false;
  28070. this.add( this.line );
  28071. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28072. this.cone.matrixAutoUpdate = false;
  28073. this.add( this.cone );
  28074. this.setDirection( dir );
  28075. this.setLength( length, headLength, headWidth );
  28076. }
  28077. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28078. ArrowHelper.prototype.constructor = ArrowHelper;
  28079. ArrowHelper.prototype.setDirection = function ( dir ) {
  28080. // dir is assumed to be normalized
  28081. if ( dir.y > 0.99999 ) {
  28082. this.quaternion.set( 0, 0, 0, 1 );
  28083. } else if ( dir.y < - 0.99999 ) {
  28084. this.quaternion.set( 1, 0, 0, 0 );
  28085. } else {
  28086. _axis.set( dir.z, 0, - dir.x ).normalize();
  28087. var radians = Math.acos( dir.y );
  28088. this.quaternion.setFromAxisAngle( _axis, radians );
  28089. }
  28090. };
  28091. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28092. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28093. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28094. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28095. this.line.updateMatrix();
  28096. this.cone.scale.set( headWidth, headLength, headWidth );
  28097. this.cone.position.y = length;
  28098. this.cone.updateMatrix();
  28099. };
  28100. ArrowHelper.prototype.setColor = function ( color ) {
  28101. this.line.material.color.set( color );
  28102. this.cone.material.color.set( color );
  28103. };
  28104. ArrowHelper.prototype.copy = function ( source ) {
  28105. Object3D.prototype.copy.call( this, source, false );
  28106. this.line.copy( source.line );
  28107. this.cone.copy( source.cone );
  28108. return this;
  28109. };
  28110. ArrowHelper.prototype.clone = function () {
  28111. return new this.constructor().copy( this );
  28112. };
  28113. /**
  28114. * @author sroucheray / http://sroucheray.org/
  28115. * @author mrdoob / http://mrdoob.com/
  28116. */
  28117. function AxesHelper( size ) {
  28118. size = size || 1;
  28119. var vertices = [
  28120. 0, 0, 0, size, 0, 0,
  28121. 0, 0, 0, 0, size, 0,
  28122. 0, 0, 0, 0, 0, size
  28123. ];
  28124. var colors = [
  28125. 1, 0, 0, 1, 0.6, 0,
  28126. 0, 1, 0, 0.6, 1, 0,
  28127. 0, 0, 1, 0, 0.6, 1
  28128. ];
  28129. var geometry = new BufferGeometry();
  28130. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28131. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28132. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28133. LineSegments.call( this, geometry, material );
  28134. }
  28135. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28136. AxesHelper.prototype.constructor = AxesHelper;
  28137. /**
  28138. * @author Emmett Lalish / elalish
  28139. *
  28140. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28141. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28142. * blur to be quickly accessed based on material roughness. It is packed into a
  28143. * special CubeUV format that allows us to perform custom interpolation so that
  28144. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28145. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28146. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28147. * higher roughness levels. In this way we maintain resolution to smoothly
  28148. * interpolate diffuse lighting while limiting sampling computation.
  28149. */
  28150. var LOD_MIN = 4;
  28151. var LOD_MAX = 8;
  28152. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28153. // The standard deviations (radians) associated with the extra mips. These are
  28154. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28155. // geometric shadowing function. These sigma values squared must match the
  28156. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28157. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28158. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28159. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28160. // samples and exit early, but not recompile the shader.
  28161. var MAX_SAMPLES = 20;
  28162. var ENCODINGS = {};
  28163. ENCODINGS[ LinearEncoding ] = 0;
  28164. ENCODINGS[ sRGBEncoding ] = 1;
  28165. ENCODINGS[ RGBEEncoding ] = 2;
  28166. ENCODINGS[ RGBM7Encoding ] = 3;
  28167. ENCODINGS[ RGBM16Encoding ] = 4;
  28168. ENCODINGS[ RGBDEncoding ] = 5;
  28169. ENCODINGS[ GammaEncoding ] = 6;
  28170. var _flatCamera = new OrthographicCamera();
  28171. var _blurMaterial = _getBlurShader( MAX_SAMPLES );
  28172. var _equirectShader = null;
  28173. var _cubemapShader = null;
  28174. var ref = _createPlanes();
  28175. var _lodPlanes = ref._lodPlanes;
  28176. var _sizeLods = ref._sizeLods;
  28177. var _sigmas = ref._sigmas;
  28178. var _pingPongRenderTarget = null;
  28179. var _renderer = null;
  28180. // Golden Ratio
  28181. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28182. var INV_PHI = 1 / PHI;
  28183. // Vertices of a dodecahedron (except the opposites, which represent the
  28184. // same axis), used as axis directions evenly spread on a sphere.
  28185. var _axisDirections = [
  28186. new Vector3( 1, 1, 1 ),
  28187. new Vector3( - 1, 1, 1 ),
  28188. new Vector3( 1, 1, - 1 ),
  28189. new Vector3( - 1, 1, - 1 ),
  28190. new Vector3( 0, PHI, INV_PHI ),
  28191. new Vector3( 0, PHI, - INV_PHI ),
  28192. new Vector3( INV_PHI, 0, PHI ),
  28193. new Vector3( - INV_PHI, 0, PHI ),
  28194. new Vector3( PHI, INV_PHI, 0 ),
  28195. new Vector3( - PHI, INV_PHI, 0 ) ];
  28196. function PMREMGenerator( renderer ) {
  28197. _renderer = renderer;
  28198. _compileMaterial( _blurMaterial );
  28199. }
  28200. PMREMGenerator.prototype = {
  28201. constructor: PMREMGenerator,
  28202. /**
  28203. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28204. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28205. * in radians to be applied to the scene before PMREM generation. Optional near
  28206. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28207. * is placed at the origin).
  28208. */
  28209. fromScene: function ( scene, sigma, near, far ) {
  28210. if ( sigma === void 0 ) sigma = 0;
  28211. if ( near === void 0 ) near = 0.1;
  28212. if ( far === void 0 ) far = 100;
  28213. var cubeUVRenderTarget = _allocateTargets();
  28214. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28215. if ( sigma > 0 ) {
  28216. _blur( cubeUVRenderTarget, 0, 0, sigma );
  28217. }
  28218. _applyPMREM( cubeUVRenderTarget );
  28219. _cleanup();
  28220. cubeUVRenderTarget.scissorTest = false;
  28221. return cubeUVRenderTarget;
  28222. },
  28223. /**
  28224. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28225. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28226. * as this matches best with the 256 x 256 cubemap output.
  28227. */
  28228. fromEquirectangular: function ( equirectangular ) {
  28229. equirectangular.magFilter = NearestFilter;
  28230. equirectangular.minFilter = NearestFilter;
  28231. equirectangular.generateMipmaps = false;
  28232. return this.fromCubemap( equirectangular );
  28233. },
  28234. /**
  28235. * Generates a PMREM from an cubemap texture, which can be either LDR
  28236. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28237. * as this matches best with the 256 x 256 cubemap output.
  28238. */
  28239. fromCubemap: function ( cubemap ) {
  28240. var cubeUVRenderTarget = _allocateTargets( cubemap );
  28241. _textureToCubeUV( cubemap, cubeUVRenderTarget );
  28242. _applyPMREM( cubeUVRenderTarget );
  28243. _cleanup();
  28244. cubeUVRenderTarget.scissorTest = false;
  28245. return cubeUVRenderTarget;
  28246. },
  28247. /**
  28248. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28249. * your texture's network fetch for increased concurrency.
  28250. */
  28251. compileCubemapShader: function () {
  28252. if ( _cubemapShader == null ) {
  28253. _cubemapShader = _getCubemapShader();
  28254. _compileMaterial( _cubemapShader );
  28255. }
  28256. },
  28257. /**
  28258. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28259. * your texture's network fetch for increased concurrency.
  28260. */
  28261. compileEquirectangularShader: function () {
  28262. if ( _equirectShader == null ) {
  28263. _equirectShader = _getEquirectShader();
  28264. _compileMaterial( _equirectShader );
  28265. }
  28266. },
  28267. /**
  28268. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28269. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28270. * one of them will cause any others to also become unusable.
  28271. */
  28272. dispose: function () {
  28273. _blurMaterial.dispose();
  28274. if ( _cubemapShader != null ) { _cubemapShader.dispose(); }
  28275. if ( _equirectShader != null ) { _equirectShader.dispose(); }
  28276. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28277. _lodPlanes[ i ].dispose();
  28278. }
  28279. },
  28280. };
  28281. function _createPlanes() {
  28282. var _lodPlanes = [];
  28283. var _sizeLods = [];
  28284. var _sigmas = [];
  28285. var lod = LOD_MAX;
  28286. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28287. var sizeLod = Math.pow( 2, lod );
  28288. _sizeLods.push( sizeLod );
  28289. var sigma = 1.0 / sizeLod;
  28290. if ( i > LOD_MAX - LOD_MIN ) {
  28291. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28292. } else if ( i == 0 ) {
  28293. sigma = 0;
  28294. }
  28295. _sigmas.push( sigma );
  28296. var texelSize = 1.0 / ( sizeLod - 1 );
  28297. var min = - texelSize / 2;
  28298. var max = 1 + texelSize / 2;
  28299. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28300. var cubeFaces = 6;
  28301. var vertices = 6;
  28302. var positionSize = 3;
  28303. var uvSize = 2;
  28304. var faceIndexSize = 1;
  28305. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28306. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28307. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28308. for ( var face = 0; face < cubeFaces; face ++ ) {
  28309. var x = ( face % 3 ) * 2 / 3 - 1;
  28310. var y = face > 2 ? 0 : - 1;
  28311. var coordinates = [
  28312. x, y, 0,
  28313. x + 2 / 3, y, 0,
  28314. x + 2 / 3, y + 1, 0,
  28315. x, y, 0,
  28316. x + 2 / 3, y + 1, 0,
  28317. x, y + 1, 0
  28318. ];
  28319. position.set( coordinates, positionSize * vertices * face );
  28320. uv.set( uv1, uvSize * vertices * face );
  28321. var fill = [ face, face, face, face, face, face ];
  28322. faceIndex.set( fill, faceIndexSize * vertices * face );
  28323. }
  28324. var planes = new BufferGeometry();
  28325. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28326. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28327. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28328. _lodPlanes.push( planes );
  28329. if ( lod > LOD_MIN ) {
  28330. lod --;
  28331. }
  28332. }
  28333. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28334. }
  28335. function _allocateTargets( equirectangular ) {
  28336. var params = {
  28337. magFilter: NearestFilter,
  28338. minFilter: NearestFilter,
  28339. generateMipmaps: false,
  28340. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28341. format: equirectangular ? equirectangular.format : RGBEFormat,
  28342. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28343. depthBuffer: false,
  28344. stencilBuffer: false
  28345. };
  28346. var cubeUVRenderTarget = _createRenderTarget( params );
  28347. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28348. _pingPongRenderTarget = _createRenderTarget( params );
  28349. return cubeUVRenderTarget;
  28350. }
  28351. function _cleanup() {
  28352. _pingPongRenderTarget.dispose();
  28353. _renderer.setRenderTarget( null );
  28354. var size = _renderer.getSize( new Vector2() );
  28355. _renderer.setViewport( 0, 0, size.x, size.y );
  28356. }
  28357. function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  28358. var fov = 90;
  28359. var aspect = 1;
  28360. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28361. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28362. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28363. var outputEncoding = _renderer.outputEncoding;
  28364. var toneMapping = _renderer.toneMapping;
  28365. var toneMappingExposure = _renderer.toneMappingExposure;
  28366. var clearColor = _renderer.getClearColor();
  28367. var clearAlpha = _renderer.getClearAlpha();
  28368. _renderer.toneMapping = LinearToneMapping;
  28369. _renderer.toneMappingExposure = 1.0;
  28370. _renderer.outputEncoding = LinearEncoding;
  28371. scene.scale.z *= - 1;
  28372. var background = scene.background;
  28373. if ( background && background.isColor ) {
  28374. background.convertSRGBToLinear();
  28375. // Convert linear to RGBE
  28376. var maxComponent = Math.max( background.r, background.g, background.b );
  28377. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28378. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28379. var alpha = ( fExp + 128.0 ) / 255.0;
  28380. _renderer.setClearColor( background, alpha );
  28381. scene.background = null;
  28382. }
  28383. _renderer.setRenderTarget( cubeUVRenderTarget );
  28384. for ( var i = 0; i < 6; i ++ ) {
  28385. var col = i % 3;
  28386. if ( col == 0 ) {
  28387. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28388. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28389. } else if ( col == 1 ) {
  28390. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28391. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28392. } else {
  28393. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28394. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28395. }
  28396. _setViewport(
  28397. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28398. _renderer.render( scene, cubeCamera );
  28399. }
  28400. _renderer.toneMapping = toneMapping;
  28401. _renderer.toneMappingExposure = toneMappingExposure;
  28402. _renderer.outputEncoding = outputEncoding;
  28403. _renderer.setClearColor( clearColor, clearAlpha );
  28404. scene.scale.z *= - 1;
  28405. }
  28406. function _textureToCubeUV( texture, cubeUVRenderTarget ) {
  28407. var scene = new Scene();
  28408. if ( texture.isCubeTexture ) {
  28409. if ( _cubemapShader == null ) {
  28410. _cubemapShader = _getCubemapShader();
  28411. }
  28412. } else {
  28413. if ( _equirectShader == null ) {
  28414. _equirectShader = _getEquirectShader();
  28415. }
  28416. }
  28417. var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
  28418. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28419. var uniforms = material.uniforms;
  28420. uniforms[ 'envMap' ].value = texture;
  28421. if ( ! texture.isCubeTexture ) {
  28422. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28423. }
  28424. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28425. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28426. _renderer.setRenderTarget( cubeUVRenderTarget );
  28427. _setViewport( 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28428. _renderer.render( scene, _flatCamera );
  28429. }
  28430. function _compileMaterial( material ) {
  28431. var tmpScene = new Scene();
  28432. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28433. _renderer.compile( tmpScene, _flatCamera );
  28434. }
  28435. function _createRenderTarget( params ) {
  28436. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28437. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28438. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28439. cubeUVRenderTarget.scissorTest = true;
  28440. return cubeUVRenderTarget;
  28441. }
  28442. function _setViewport( x, y, width, height ) {
  28443. var invDpr = 1.0 / _renderer.getPixelRatio();
  28444. x *= invDpr;
  28445. y *= invDpr;
  28446. width *= invDpr;
  28447. height *= invDpr;
  28448. _renderer.setViewport( x, y, width, height );
  28449. _renderer.setScissor( x, y, width, height );
  28450. }
  28451. function _applyPMREM( cubeUVRenderTarget ) {
  28452. var autoClear = _renderer.autoClear;
  28453. _renderer.autoClear = false;
  28454. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28455. var sigma = Math.sqrt(
  28456. _sigmas[ i ] * _sigmas[ i ] -
  28457. _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28458. var poleAxis =
  28459. _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28460. _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28461. }
  28462. _renderer.autoClear = autoClear;
  28463. }
  28464. /**
  28465. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28466. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28467. * the blur latitudinally (around the poles), and then longitudinally (towards
  28468. * the poles) to approximate the orthogonally-separable blur. It is least
  28469. * accurate at the poles, but still does a decent job.
  28470. */
  28471. function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28472. _halfBlur(
  28473. cubeUVRenderTarget,
  28474. _pingPongRenderTarget,
  28475. lodIn,
  28476. lodOut,
  28477. sigma,
  28478. 'latitudinal',
  28479. poleAxis );
  28480. _halfBlur(
  28481. _pingPongRenderTarget,
  28482. cubeUVRenderTarget,
  28483. lodOut,
  28484. lodOut,
  28485. sigma,
  28486. 'longitudinal',
  28487. poleAxis );
  28488. }
  28489. function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28490. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28491. console.error(
  28492. 'blur direction must be either latitudinal or longitudinal!' );
  28493. }
  28494. // Number of standard deviations at which to cut off the discrete approximation.
  28495. var STANDARD_DEVIATIONS = 3;
  28496. var blurScene = new Scene();
  28497. blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
  28498. var blurUniforms = _blurMaterial.uniforms;
  28499. var pixels = _sizeLods[ lodIn ] - 1;
  28500. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28501. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28502. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28503. if ( samples > MAX_SAMPLES ) {
  28504. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28505. }
  28506. var weights = [];
  28507. var sum = 0;
  28508. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28509. var x = i / sigmaPixels;
  28510. var weight = Math.exp( - x * x / 2 );
  28511. weights.push( weight );
  28512. if ( i == 0 ) {
  28513. sum += weight;
  28514. } else if ( i < samples ) {
  28515. sum += 2 * weight;
  28516. }
  28517. }
  28518. for ( var i = 0; i < weights.length; i ++ ) {
  28519. weights[ i ] = weights[ i ] / sum;
  28520. }
  28521. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28522. blurUniforms[ 'samples' ].value = samples;
  28523. blurUniforms[ 'weights' ].value = weights;
  28524. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28525. if ( poleAxis ) {
  28526. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28527. }
  28528. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28529. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28530. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28531. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28532. var outputSize = _sizeLods[ lodOut ];
  28533. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28534. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
  28535. 2 * outputSize *
  28536. ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28537. _renderer.setRenderTarget( targetOut );
  28538. _setViewport( x, y, 3 * outputSize, 2 * outputSize );
  28539. _renderer.render( blurScene, _flatCamera );
  28540. }
  28541. function _getBlurShader( maxSamples ) {
  28542. var weights = new Float32Array( maxSamples );
  28543. var poleAxis = new Vector3( 0, 1, 0 );
  28544. var shaderMaterial = new RawShaderMaterial( {
  28545. defines: { 'n': maxSamples },
  28546. uniforms: {
  28547. 'envMap': { value: null },
  28548. 'samples': { value: 1 },
  28549. 'weights': { value: weights },
  28550. 'latitudinal': { value: false },
  28551. 'dTheta': { value: 0 },
  28552. 'mipInt': { value: 0 },
  28553. 'poleAxis': { value: poleAxis },
  28554. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28555. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28556. },
  28557. vertexShader: _getCommonVertexShader(),
  28558. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28559. blending: NoBlending,
  28560. depthTest: false,
  28561. depthWrite: false
  28562. } );
  28563. shaderMaterial.type = 'SphericalGaussianBlur';
  28564. return shaderMaterial;
  28565. }
  28566. function _getEquirectShader() {
  28567. var texelSize = new Vector2( 1, 1 );
  28568. var shaderMaterial = new RawShaderMaterial( {
  28569. uniforms: {
  28570. 'envMap': { value: null },
  28571. 'texelSize': { value: texelSize },
  28572. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28573. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28574. },
  28575. vertexShader: _getCommonVertexShader(),
  28576. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28577. blending: NoBlending,
  28578. depthTest: false,
  28579. depthWrite: false
  28580. } );
  28581. shaderMaterial.type = 'EquirectangularToCubeUV';
  28582. return shaderMaterial;
  28583. }
  28584. function _getCubemapShader() {
  28585. var shaderMaterial = new RawShaderMaterial( {
  28586. uniforms: {
  28587. 'envMap': { value: null },
  28588. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28589. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28590. },
  28591. vertexShader: _getCommonVertexShader(),
  28592. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28593. blending: NoBlending,
  28594. depthTest: false,
  28595. depthWrite: false
  28596. } );
  28597. shaderMaterial.type = 'CubemapToCubeUV';
  28598. return shaderMaterial;
  28599. }
  28600. function _getCommonVertexShader() {
  28601. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28602. }
  28603. function _getEncodings() {
  28604. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  28605. }
  28606. /**
  28607. * @author mrdoob / http://mrdoob.com/
  28608. */
  28609. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28610. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28611. return new Face3( a, b, c, normal, color, materialIndex );
  28612. }
  28613. var LineStrip = 0;
  28614. var LinePieces = 1;
  28615. function MeshFaceMaterial( materials ) {
  28616. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28617. return materials;
  28618. }
  28619. function MultiMaterial( materials ) {
  28620. if ( materials === undefined ) { materials = []; }
  28621. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28622. materials.isMultiMaterial = true;
  28623. materials.materials = materials;
  28624. materials.clone = function () {
  28625. return materials.slice();
  28626. };
  28627. return materials;
  28628. }
  28629. function PointCloud( geometry, material ) {
  28630. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28631. return new Points( geometry, material );
  28632. }
  28633. function Particle( material ) {
  28634. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28635. return new Sprite( material );
  28636. }
  28637. function ParticleSystem( geometry, material ) {
  28638. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28639. return new Points( geometry, material );
  28640. }
  28641. function PointCloudMaterial( parameters ) {
  28642. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28643. return new PointsMaterial( parameters );
  28644. }
  28645. function ParticleBasicMaterial( parameters ) {
  28646. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28647. return new PointsMaterial( parameters );
  28648. }
  28649. function ParticleSystemMaterial( parameters ) {
  28650. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28651. return new PointsMaterial( parameters );
  28652. }
  28653. function Vertex( x, y, z ) {
  28654. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28655. return new Vector3( x, y, z );
  28656. }
  28657. //
  28658. function DynamicBufferAttribute( array, itemSize ) {
  28659. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28660. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28661. }
  28662. function Int8Attribute( array, itemSize ) {
  28663. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28664. return new Int8BufferAttribute( array, itemSize );
  28665. }
  28666. function Uint8Attribute( array, itemSize ) {
  28667. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28668. return new Uint8BufferAttribute( array, itemSize );
  28669. }
  28670. function Uint8ClampedAttribute( array, itemSize ) {
  28671. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28672. return new Uint8ClampedBufferAttribute( array, itemSize );
  28673. }
  28674. function Int16Attribute( array, itemSize ) {
  28675. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28676. return new Int16BufferAttribute( array, itemSize );
  28677. }
  28678. function Uint16Attribute( array, itemSize ) {
  28679. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28680. return new Uint16BufferAttribute( array, itemSize );
  28681. }
  28682. function Int32Attribute( array, itemSize ) {
  28683. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28684. return new Int32BufferAttribute( array, itemSize );
  28685. }
  28686. function Uint32Attribute( array, itemSize ) {
  28687. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28688. return new Uint32BufferAttribute( array, itemSize );
  28689. }
  28690. function Float32Attribute( array, itemSize ) {
  28691. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28692. return new Float32BufferAttribute( array, itemSize );
  28693. }
  28694. function Float64Attribute( array, itemSize ) {
  28695. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28696. return new Float64BufferAttribute( array, itemSize );
  28697. }
  28698. //
  28699. Curve.create = function ( construct, getPoint ) {
  28700. console.log( 'THREE.Curve.create() has been deprecated' );
  28701. construct.prototype = Object.create( Curve.prototype );
  28702. construct.prototype.constructor = construct;
  28703. construct.prototype.getPoint = getPoint;
  28704. return construct;
  28705. };
  28706. //
  28707. Object.assign( CurvePath.prototype, {
  28708. createPointsGeometry: function ( divisions ) {
  28709. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28710. // generate geometry from path points (for Line or Points objects)
  28711. var pts = this.getPoints( divisions );
  28712. return this.createGeometry( pts );
  28713. },
  28714. createSpacedPointsGeometry: function ( divisions ) {
  28715. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28716. // generate geometry from equidistant sampling along the path
  28717. var pts = this.getSpacedPoints( divisions );
  28718. return this.createGeometry( pts );
  28719. },
  28720. createGeometry: function ( points ) {
  28721. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28722. var geometry = new Geometry();
  28723. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28724. var point = points[ i ];
  28725. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28726. }
  28727. return geometry;
  28728. }
  28729. } );
  28730. //
  28731. Object.assign( Path.prototype, {
  28732. fromPoints: function ( points ) {
  28733. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28734. return this.setFromPoints( points );
  28735. }
  28736. } );
  28737. //
  28738. function ClosedSplineCurve3( points ) {
  28739. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28740. CatmullRomCurve3.call( this, points );
  28741. this.type = 'catmullrom';
  28742. this.closed = true;
  28743. }
  28744. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28745. //
  28746. function SplineCurve3( points ) {
  28747. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28748. CatmullRomCurve3.call( this, points );
  28749. this.type = 'catmullrom';
  28750. }
  28751. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28752. //
  28753. function Spline( points ) {
  28754. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28755. CatmullRomCurve3.call( this, points );
  28756. this.type = 'catmullrom';
  28757. }
  28758. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28759. Object.assign( Spline.prototype, {
  28760. initFromArray: function ( /* a */ ) {
  28761. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28762. },
  28763. getControlPointsArray: function ( /* optionalTarget */ ) {
  28764. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28765. },
  28766. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28767. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28768. }
  28769. } );
  28770. //
  28771. function AxisHelper( size ) {
  28772. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28773. return new AxesHelper( size );
  28774. }
  28775. function BoundingBoxHelper( object, color ) {
  28776. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28777. return new BoxHelper( object, color );
  28778. }
  28779. function EdgesHelper( object, hex ) {
  28780. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28781. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28782. }
  28783. GridHelper.prototype.setColors = function () {
  28784. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28785. };
  28786. SkeletonHelper.prototype.update = function () {
  28787. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28788. };
  28789. function WireframeHelper( object, hex ) {
  28790. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28791. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28792. }
  28793. //
  28794. Object.assign( Loader.prototype, {
  28795. extractUrlBase: function ( url ) {
  28796. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28797. return LoaderUtils.extractUrlBase( url );
  28798. }
  28799. } );
  28800. Loader.Handlers = {
  28801. add: function ( /* regex, loader */ ) {
  28802. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28803. },
  28804. get: function ( /* file */ ) {
  28805. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28806. }
  28807. };
  28808. function XHRLoader( manager ) {
  28809. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28810. return new FileLoader( manager );
  28811. }
  28812. function BinaryTextureLoader( manager ) {
  28813. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28814. return new DataTextureLoader( manager );
  28815. }
  28816. Object.assign( ObjectLoader.prototype, {
  28817. setTexturePath: function ( value ) {
  28818. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28819. return this.setResourcePath( value );
  28820. }
  28821. } );
  28822. //
  28823. Object.assign( Box2.prototype, {
  28824. center: function ( optionalTarget ) {
  28825. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28826. return this.getCenter( optionalTarget );
  28827. },
  28828. empty: function () {
  28829. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28830. return this.isEmpty();
  28831. },
  28832. isIntersectionBox: function ( box ) {
  28833. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28834. return this.intersectsBox( box );
  28835. },
  28836. size: function ( optionalTarget ) {
  28837. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28838. return this.getSize( optionalTarget );
  28839. }
  28840. } );
  28841. Object.assign( Box3.prototype, {
  28842. center: function ( optionalTarget ) {
  28843. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28844. return this.getCenter( optionalTarget );
  28845. },
  28846. empty: function () {
  28847. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28848. return this.isEmpty();
  28849. },
  28850. isIntersectionBox: function ( box ) {
  28851. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28852. return this.intersectsBox( box );
  28853. },
  28854. isIntersectionSphere: function ( sphere ) {
  28855. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28856. return this.intersectsSphere( sphere );
  28857. },
  28858. size: function ( optionalTarget ) {
  28859. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28860. return this.getSize( optionalTarget );
  28861. }
  28862. } );
  28863. Line3.prototype.center = function ( optionalTarget ) {
  28864. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28865. return this.getCenter( optionalTarget );
  28866. };
  28867. Object.assign( _Math, {
  28868. random16: function () {
  28869. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28870. return Math.random();
  28871. },
  28872. nearestPowerOfTwo: function ( value ) {
  28873. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28874. return _Math.floorPowerOfTwo( value );
  28875. },
  28876. nextPowerOfTwo: function ( value ) {
  28877. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28878. return _Math.ceilPowerOfTwo( value );
  28879. }
  28880. } );
  28881. Object.assign( Matrix3.prototype, {
  28882. flattenToArrayOffset: function ( array, offset ) {
  28883. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28884. return this.toArray( array, offset );
  28885. },
  28886. multiplyVector3: function ( vector ) {
  28887. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28888. return vector.applyMatrix3( this );
  28889. },
  28890. multiplyVector3Array: function ( /* a */ ) {
  28891. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28892. },
  28893. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28894. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28895. return this.applyToBufferAttribute( buffer );
  28896. },
  28897. applyToVector3Array: function ( /* array, offset, length */ ) {
  28898. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28899. }
  28900. } );
  28901. Object.assign( Matrix4.prototype, {
  28902. extractPosition: function ( m ) {
  28903. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28904. return this.copyPosition( m );
  28905. },
  28906. flattenToArrayOffset: function ( array, offset ) {
  28907. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28908. return this.toArray( array, offset );
  28909. },
  28910. getPosition: function () {
  28911. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28912. return new Vector3().setFromMatrixColumn( this, 3 );
  28913. },
  28914. setRotationFromQuaternion: function ( q ) {
  28915. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28916. return this.makeRotationFromQuaternion( q );
  28917. },
  28918. multiplyToArray: function () {
  28919. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28920. },
  28921. multiplyVector3: function ( vector ) {
  28922. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28923. return vector.applyMatrix4( this );
  28924. },
  28925. multiplyVector4: function ( vector ) {
  28926. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28927. return vector.applyMatrix4( this );
  28928. },
  28929. multiplyVector3Array: function ( /* a */ ) {
  28930. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28931. },
  28932. rotateAxis: function ( v ) {
  28933. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28934. v.transformDirection( this );
  28935. },
  28936. crossVector: function ( vector ) {
  28937. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28938. return vector.applyMatrix4( this );
  28939. },
  28940. translate: function () {
  28941. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28942. },
  28943. rotateX: function () {
  28944. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28945. },
  28946. rotateY: function () {
  28947. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28948. },
  28949. rotateZ: function () {
  28950. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28951. },
  28952. rotateByAxis: function () {
  28953. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28954. },
  28955. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28956. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28957. return this.applyToBufferAttribute( buffer );
  28958. },
  28959. applyToVector3Array: function ( /* array, offset, length */ ) {
  28960. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28961. },
  28962. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28963. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28964. return this.makePerspective( left, right, top, bottom, near, far );
  28965. }
  28966. } );
  28967. Plane.prototype.isIntersectionLine = function ( line ) {
  28968. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28969. return this.intersectsLine( line );
  28970. };
  28971. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28972. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28973. return vector.applyQuaternion( this );
  28974. };
  28975. Object.assign( Ray.prototype, {
  28976. isIntersectionBox: function ( box ) {
  28977. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28978. return this.intersectsBox( box );
  28979. },
  28980. isIntersectionPlane: function ( plane ) {
  28981. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28982. return this.intersectsPlane( plane );
  28983. },
  28984. isIntersectionSphere: function ( sphere ) {
  28985. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28986. return this.intersectsSphere( sphere );
  28987. }
  28988. } );
  28989. Object.assign( Triangle.prototype, {
  28990. area: function () {
  28991. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28992. return this.getArea();
  28993. },
  28994. barycoordFromPoint: function ( point, target ) {
  28995. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28996. return this.getBarycoord( point, target );
  28997. },
  28998. midpoint: function ( target ) {
  28999. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29000. return this.getMidpoint( target );
  29001. },
  29002. normal: function ( target ) {
  29003. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29004. return this.getNormal( target );
  29005. },
  29006. plane: function ( target ) {
  29007. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29008. return this.getPlane( target );
  29009. }
  29010. } );
  29011. Object.assign( Triangle, {
  29012. barycoordFromPoint: function ( point, a, b, c, target ) {
  29013. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29014. return Triangle.getBarycoord( point, a, b, c, target );
  29015. },
  29016. normal: function ( a, b, c, target ) {
  29017. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29018. return Triangle.getNormal( a, b, c, target );
  29019. }
  29020. } );
  29021. Object.assign( Shape.prototype, {
  29022. extractAllPoints: function ( divisions ) {
  29023. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29024. return this.extractPoints( divisions );
  29025. },
  29026. extrude: function ( options ) {
  29027. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29028. return new ExtrudeGeometry( this, options );
  29029. },
  29030. makeGeometry: function ( options ) {
  29031. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29032. return new ShapeGeometry( this, options );
  29033. }
  29034. } );
  29035. Object.assign( Vector2.prototype, {
  29036. fromAttribute: function ( attribute, index, offset ) {
  29037. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29038. return this.fromBufferAttribute( attribute, index, offset );
  29039. },
  29040. distanceToManhattan: function ( v ) {
  29041. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29042. return this.manhattanDistanceTo( v );
  29043. },
  29044. lengthManhattan: function () {
  29045. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29046. return this.manhattanLength();
  29047. }
  29048. } );
  29049. Object.assign( Vector3.prototype, {
  29050. setEulerFromRotationMatrix: function () {
  29051. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29052. },
  29053. setEulerFromQuaternion: function () {
  29054. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29055. },
  29056. getPositionFromMatrix: function ( m ) {
  29057. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29058. return this.setFromMatrixPosition( m );
  29059. },
  29060. getScaleFromMatrix: function ( m ) {
  29061. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29062. return this.setFromMatrixScale( m );
  29063. },
  29064. getColumnFromMatrix: function ( index, matrix ) {
  29065. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29066. return this.setFromMatrixColumn( matrix, index );
  29067. },
  29068. applyProjection: function ( m ) {
  29069. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29070. return this.applyMatrix4( m );
  29071. },
  29072. fromAttribute: function ( attribute, index, offset ) {
  29073. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29074. return this.fromBufferAttribute( attribute, index, offset );
  29075. },
  29076. distanceToManhattan: function ( v ) {
  29077. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29078. return this.manhattanDistanceTo( v );
  29079. },
  29080. lengthManhattan: function () {
  29081. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29082. return this.manhattanLength();
  29083. }
  29084. } );
  29085. Object.assign( Vector4.prototype, {
  29086. fromAttribute: function ( attribute, index, offset ) {
  29087. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29088. return this.fromBufferAttribute( attribute, index, offset );
  29089. },
  29090. lengthManhattan: function () {
  29091. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29092. return this.manhattanLength();
  29093. }
  29094. } );
  29095. //
  29096. Object.assign( Geometry.prototype, {
  29097. computeTangents: function () {
  29098. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29099. },
  29100. computeLineDistances: function () {
  29101. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29102. }
  29103. } );
  29104. Object.assign( Object3D.prototype, {
  29105. getChildByName: function ( name ) {
  29106. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29107. return this.getObjectByName( name );
  29108. },
  29109. renderDepth: function () {
  29110. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29111. },
  29112. translate: function ( distance, axis ) {
  29113. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29114. return this.translateOnAxis( axis, distance );
  29115. },
  29116. getWorldRotation: function () {
  29117. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29118. }
  29119. } );
  29120. Object.defineProperties( Object3D.prototype, {
  29121. eulerOrder: {
  29122. get: function () {
  29123. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29124. return this.rotation.order;
  29125. },
  29126. set: function ( value ) {
  29127. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29128. this.rotation.order = value;
  29129. }
  29130. },
  29131. useQuaternion: {
  29132. get: function () {
  29133. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29134. },
  29135. set: function () {
  29136. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29137. }
  29138. }
  29139. } );
  29140. Object.assign( Mesh.prototype, {
  29141. setDrawMode: function () {
  29142. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29143. },
  29144. } );
  29145. Object.defineProperties( Mesh.prototype, {
  29146. drawMode: {
  29147. get: function () {
  29148. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29149. return TrianglesDrawMode;
  29150. },
  29151. set: function () {
  29152. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29153. }
  29154. }
  29155. } );
  29156. Object.defineProperties( LOD.prototype, {
  29157. objects: {
  29158. get: function () {
  29159. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29160. return this.levels;
  29161. }
  29162. }
  29163. } );
  29164. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29165. get: function () {
  29166. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29167. },
  29168. set: function () {
  29169. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29170. }
  29171. } );
  29172. SkinnedMesh.prototype.initBones = function () {
  29173. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29174. };
  29175. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29176. get: function () {
  29177. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29178. return this.arcLengthDivisions;
  29179. },
  29180. set: function ( value ) {
  29181. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29182. this.arcLengthDivisions = value;
  29183. }
  29184. } );
  29185. //
  29186. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29187. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29188. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29189. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29190. this.setFocalLength( focalLength );
  29191. };
  29192. //
  29193. Object.defineProperties( Light.prototype, {
  29194. onlyShadow: {
  29195. set: function () {
  29196. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29197. }
  29198. },
  29199. shadowCameraFov: {
  29200. set: function ( value ) {
  29201. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29202. this.shadow.camera.fov = value;
  29203. }
  29204. },
  29205. shadowCameraLeft: {
  29206. set: function ( value ) {
  29207. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29208. this.shadow.camera.left = value;
  29209. }
  29210. },
  29211. shadowCameraRight: {
  29212. set: function ( value ) {
  29213. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29214. this.shadow.camera.right = value;
  29215. }
  29216. },
  29217. shadowCameraTop: {
  29218. set: function ( value ) {
  29219. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29220. this.shadow.camera.top = value;
  29221. }
  29222. },
  29223. shadowCameraBottom: {
  29224. set: function ( value ) {
  29225. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29226. this.shadow.camera.bottom = value;
  29227. }
  29228. },
  29229. shadowCameraNear: {
  29230. set: function ( value ) {
  29231. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29232. this.shadow.camera.near = value;
  29233. }
  29234. },
  29235. shadowCameraFar: {
  29236. set: function ( value ) {
  29237. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29238. this.shadow.camera.far = value;
  29239. }
  29240. },
  29241. shadowCameraVisible: {
  29242. set: function () {
  29243. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29244. }
  29245. },
  29246. shadowBias: {
  29247. set: function ( value ) {
  29248. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29249. this.shadow.bias = value;
  29250. }
  29251. },
  29252. shadowDarkness: {
  29253. set: function () {
  29254. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29255. }
  29256. },
  29257. shadowMapWidth: {
  29258. set: function ( value ) {
  29259. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29260. this.shadow.mapSize.width = value;
  29261. }
  29262. },
  29263. shadowMapHeight: {
  29264. set: function ( value ) {
  29265. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29266. this.shadow.mapSize.height = value;
  29267. }
  29268. }
  29269. } );
  29270. //
  29271. Object.defineProperties( BufferAttribute.prototype, {
  29272. length: {
  29273. get: function () {
  29274. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29275. return this.array.length;
  29276. }
  29277. },
  29278. dynamic: {
  29279. get: function () {
  29280. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29281. return this.usage === DynamicDrawUsage;
  29282. },
  29283. set: function ( /* value */ ) {
  29284. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29285. this.setUsage( DynamicDrawUsage );
  29286. }
  29287. }
  29288. } );
  29289. Object.assign( BufferAttribute.prototype, {
  29290. setDynamic: function ( value ) {
  29291. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29292. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29293. return this;
  29294. },
  29295. copyIndicesArray: function ( /* indices */ ) {
  29296. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29297. },
  29298. setArray: function ( /* array */ ) {
  29299. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29300. }
  29301. } );
  29302. Object.assign( BufferGeometry.prototype, {
  29303. addIndex: function ( index ) {
  29304. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29305. this.setIndex( index );
  29306. },
  29307. addAttribute: function ( name, attribute ) {
  29308. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29309. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29310. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29311. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29312. }
  29313. if ( name === 'index' ) {
  29314. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29315. this.setIndex( attribute );
  29316. return this;
  29317. }
  29318. return this.setAttribute( name, attribute );
  29319. },
  29320. addDrawCall: function ( start, count, indexOffset ) {
  29321. if ( indexOffset !== undefined ) {
  29322. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29323. }
  29324. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29325. this.addGroup( start, count );
  29326. },
  29327. clearDrawCalls: function () {
  29328. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29329. this.clearGroups();
  29330. },
  29331. computeTangents: function () {
  29332. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29333. },
  29334. computeOffsets: function () {
  29335. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29336. },
  29337. removeAttribute: function ( name ) {
  29338. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29339. return this.deleteAttribute( name );
  29340. }
  29341. } );
  29342. Object.defineProperties( BufferGeometry.prototype, {
  29343. drawcalls: {
  29344. get: function () {
  29345. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29346. return this.groups;
  29347. }
  29348. },
  29349. offsets: {
  29350. get: function () {
  29351. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29352. return this.groups;
  29353. }
  29354. }
  29355. } );
  29356. Object.defineProperties( InterleavedBuffer.prototype, {
  29357. dynamic: {
  29358. get: function () {
  29359. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29360. return this.usage === DynamicDrawUsage;
  29361. },
  29362. set: function ( value ) {
  29363. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29364. this.setUsage( value );
  29365. }
  29366. }
  29367. } );
  29368. Object.assign( InterleavedBuffer.prototype, {
  29369. setDynamic: function ( value ) {
  29370. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29371. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29372. return this;
  29373. },
  29374. setArray: function ( /* array */ ) {
  29375. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29376. }
  29377. } );
  29378. //
  29379. Object.assign( ExtrudeBufferGeometry.prototype, {
  29380. getArrays: function () {
  29381. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29382. },
  29383. addShapeList: function () {
  29384. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29385. },
  29386. addShape: function () {
  29387. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29388. }
  29389. } );
  29390. //
  29391. Object.defineProperties( Uniform.prototype, {
  29392. dynamic: {
  29393. set: function () {
  29394. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29395. }
  29396. },
  29397. onUpdate: {
  29398. value: function () {
  29399. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29400. return this;
  29401. }
  29402. }
  29403. } );
  29404. //
  29405. Object.defineProperties( Material.prototype, {
  29406. wrapAround: {
  29407. get: function () {
  29408. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29409. },
  29410. set: function () {
  29411. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29412. }
  29413. },
  29414. overdraw: {
  29415. get: function () {
  29416. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29417. },
  29418. set: function () {
  29419. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29420. }
  29421. },
  29422. wrapRGB: {
  29423. get: function () {
  29424. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29425. return new Color();
  29426. }
  29427. },
  29428. shading: {
  29429. get: function () {
  29430. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29431. },
  29432. set: function ( value ) {
  29433. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29434. this.flatShading = ( value === FlatShading );
  29435. }
  29436. },
  29437. stencilMask: {
  29438. get: function () {
  29439. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29440. return this.stencilFuncMask;
  29441. },
  29442. set: function ( value ) {
  29443. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29444. this.stencilFuncMask = value;
  29445. }
  29446. }
  29447. } );
  29448. Object.defineProperties( MeshPhongMaterial.prototype, {
  29449. metal: {
  29450. get: function () {
  29451. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29452. return false;
  29453. },
  29454. set: function () {
  29455. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29456. }
  29457. }
  29458. } );
  29459. Object.defineProperties( ShaderMaterial.prototype, {
  29460. derivatives: {
  29461. get: function () {
  29462. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29463. return this.extensions.derivatives;
  29464. },
  29465. set: function ( value ) {
  29466. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29467. this.extensions.derivatives = value;
  29468. }
  29469. }
  29470. } );
  29471. //
  29472. Object.assign( WebGLRenderer.prototype, {
  29473. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29474. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29475. this.setRenderTarget( renderTarget );
  29476. this.clear( color, depth, stencil );
  29477. },
  29478. animate: function ( callback ) {
  29479. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29480. this.setAnimationLoop( callback );
  29481. },
  29482. getCurrentRenderTarget: function () {
  29483. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29484. return this.getRenderTarget();
  29485. },
  29486. getMaxAnisotropy: function () {
  29487. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29488. return this.capabilities.getMaxAnisotropy();
  29489. },
  29490. getPrecision: function () {
  29491. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29492. return this.capabilities.precision;
  29493. },
  29494. resetGLState: function () {
  29495. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29496. return this.state.reset();
  29497. },
  29498. supportsFloatTextures: function () {
  29499. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29500. return this.extensions.get( 'OES_texture_float' );
  29501. },
  29502. supportsHalfFloatTextures: function () {
  29503. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29504. return this.extensions.get( 'OES_texture_half_float' );
  29505. },
  29506. supportsStandardDerivatives: function () {
  29507. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29508. return this.extensions.get( 'OES_standard_derivatives' );
  29509. },
  29510. supportsCompressedTextureS3TC: function () {
  29511. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29512. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29513. },
  29514. supportsCompressedTexturePVRTC: function () {
  29515. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29516. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29517. },
  29518. supportsBlendMinMax: function () {
  29519. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29520. return this.extensions.get( 'EXT_blend_minmax' );
  29521. },
  29522. supportsVertexTextures: function () {
  29523. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29524. return this.capabilities.vertexTextures;
  29525. },
  29526. supportsInstancedArrays: function () {
  29527. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29528. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29529. },
  29530. enableScissorTest: function ( boolean ) {
  29531. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29532. this.setScissorTest( boolean );
  29533. },
  29534. initMaterial: function () {
  29535. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29536. },
  29537. addPrePlugin: function () {
  29538. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29539. },
  29540. addPostPlugin: function () {
  29541. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29542. },
  29543. updateShadowMap: function () {
  29544. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29545. },
  29546. setFaceCulling: function () {
  29547. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29548. },
  29549. allocTextureUnit: function () {
  29550. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29551. },
  29552. setTexture: function () {
  29553. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29554. },
  29555. setTexture2D: function () {
  29556. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29557. },
  29558. setTextureCube: function () {
  29559. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29560. },
  29561. getActiveMipMapLevel: function () {
  29562. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29563. return this.getActiveMipmapLevel();
  29564. }
  29565. } );
  29566. Object.defineProperties( WebGLRenderer.prototype, {
  29567. shadowMapEnabled: {
  29568. get: function () {
  29569. return this.shadowMap.enabled;
  29570. },
  29571. set: function ( value ) {
  29572. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29573. this.shadowMap.enabled = value;
  29574. }
  29575. },
  29576. shadowMapType: {
  29577. get: function () {
  29578. return this.shadowMap.type;
  29579. },
  29580. set: function ( value ) {
  29581. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29582. this.shadowMap.type = value;
  29583. }
  29584. },
  29585. shadowMapCullFace: {
  29586. get: function () {
  29587. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29588. return undefined;
  29589. },
  29590. set: function ( /* value */ ) {
  29591. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29592. }
  29593. },
  29594. context: {
  29595. get: function () {
  29596. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29597. return this.getContext();
  29598. }
  29599. },
  29600. vr: {
  29601. get: function () {
  29602. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29603. return this.xr;
  29604. }
  29605. },
  29606. gammaInput: {
  29607. get: function () {
  29608. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29609. return false;
  29610. },
  29611. set: function () {
  29612. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29613. }
  29614. },
  29615. gammaOutput: {
  29616. get: function () {
  29617. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29618. return false;
  29619. },
  29620. set: function ( value ) {
  29621. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29622. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29623. }
  29624. }
  29625. } );
  29626. Object.defineProperties( WebGLShadowMap.prototype, {
  29627. cullFace: {
  29628. get: function () {
  29629. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29630. return undefined;
  29631. },
  29632. set: function ( /* cullFace */ ) {
  29633. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29634. }
  29635. },
  29636. renderReverseSided: {
  29637. get: function () {
  29638. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29639. return undefined;
  29640. },
  29641. set: function () {
  29642. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29643. }
  29644. },
  29645. renderSingleSided: {
  29646. get: function () {
  29647. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29648. return undefined;
  29649. },
  29650. set: function () {
  29651. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29652. }
  29653. }
  29654. } );
  29655. //
  29656. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29657. activeCubeFace: {
  29658. set: function ( /* value */ ) {
  29659. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29660. }
  29661. },
  29662. activeMipMapLevel: {
  29663. set: function ( /* value */ ) {
  29664. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29665. }
  29666. }
  29667. } );
  29668. //
  29669. Object.defineProperties( WebGLRenderTarget.prototype, {
  29670. wrapS: {
  29671. get: function () {
  29672. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29673. return this.texture.wrapS;
  29674. },
  29675. set: function ( value ) {
  29676. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29677. this.texture.wrapS = value;
  29678. }
  29679. },
  29680. wrapT: {
  29681. get: function () {
  29682. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29683. return this.texture.wrapT;
  29684. },
  29685. set: function ( value ) {
  29686. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29687. this.texture.wrapT = value;
  29688. }
  29689. },
  29690. magFilter: {
  29691. get: function () {
  29692. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29693. return this.texture.magFilter;
  29694. },
  29695. set: function ( value ) {
  29696. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29697. this.texture.magFilter = value;
  29698. }
  29699. },
  29700. minFilter: {
  29701. get: function () {
  29702. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29703. return this.texture.minFilter;
  29704. },
  29705. set: function ( value ) {
  29706. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29707. this.texture.minFilter = value;
  29708. }
  29709. },
  29710. anisotropy: {
  29711. get: function () {
  29712. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29713. return this.texture.anisotropy;
  29714. },
  29715. set: function ( value ) {
  29716. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29717. this.texture.anisotropy = value;
  29718. }
  29719. },
  29720. offset: {
  29721. get: function () {
  29722. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29723. return this.texture.offset;
  29724. },
  29725. set: function ( value ) {
  29726. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29727. this.texture.offset = value;
  29728. }
  29729. },
  29730. repeat: {
  29731. get: function () {
  29732. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29733. return this.texture.repeat;
  29734. },
  29735. set: function ( value ) {
  29736. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29737. this.texture.repeat = value;
  29738. }
  29739. },
  29740. format: {
  29741. get: function () {
  29742. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29743. return this.texture.format;
  29744. },
  29745. set: function ( value ) {
  29746. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29747. this.texture.format = value;
  29748. }
  29749. },
  29750. type: {
  29751. get: function () {
  29752. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29753. return this.texture.type;
  29754. },
  29755. set: function ( value ) {
  29756. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29757. this.texture.type = value;
  29758. }
  29759. },
  29760. generateMipmaps: {
  29761. get: function () {
  29762. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29763. return this.texture.generateMipmaps;
  29764. },
  29765. set: function ( value ) {
  29766. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29767. this.texture.generateMipmaps = value;
  29768. }
  29769. }
  29770. } );
  29771. //
  29772. Object.defineProperties( Audio.prototype, {
  29773. load: {
  29774. value: function ( file ) {
  29775. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29776. var scope = this;
  29777. var audioLoader = new AudioLoader();
  29778. audioLoader.load( file, function ( buffer ) {
  29779. scope.setBuffer( buffer );
  29780. } );
  29781. return this;
  29782. }
  29783. },
  29784. startTime: {
  29785. set: function () {
  29786. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29787. }
  29788. }
  29789. } );
  29790. AudioAnalyser.prototype.getData = function () {
  29791. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29792. return this.getFrequencyData();
  29793. };
  29794. //
  29795. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29796. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29797. return this.update( renderer, scene );
  29798. };
  29799. //
  29800. var GeometryUtils = {
  29801. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29802. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29803. var matrix;
  29804. if ( geometry2.isMesh ) {
  29805. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29806. matrix = geometry2.matrix;
  29807. geometry2 = geometry2.geometry;
  29808. }
  29809. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29810. },
  29811. center: function ( geometry ) {
  29812. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29813. return geometry.center();
  29814. }
  29815. };
  29816. ImageUtils.crossOrigin = undefined;
  29817. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29818. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29819. var loader = new TextureLoader();
  29820. loader.setCrossOrigin( this.crossOrigin );
  29821. var texture = loader.load( url, onLoad, undefined, onError );
  29822. if ( mapping ) { texture.mapping = mapping; }
  29823. return texture;
  29824. };
  29825. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29826. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29827. var loader = new CubeTextureLoader();
  29828. loader.setCrossOrigin( this.crossOrigin );
  29829. var texture = loader.load( urls, onLoad, undefined, onError );
  29830. if ( mapping ) { texture.mapping = mapping; }
  29831. return texture;
  29832. };
  29833. ImageUtils.loadCompressedTexture = function () {
  29834. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29835. };
  29836. ImageUtils.loadCompressedTextureCube = function () {
  29837. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29838. };
  29839. //
  29840. function CanvasRenderer() {
  29841. console.error( 'THREE.CanvasRenderer has been removed' );
  29842. }
  29843. //
  29844. function JSONLoader() {
  29845. console.error( 'THREE.JSONLoader has been removed.' );
  29846. }
  29847. //
  29848. var SceneUtils = {
  29849. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29850. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29851. },
  29852. detach: function ( /* child, parent, scene */ ) {
  29853. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29854. },
  29855. attach: function ( /* child, scene, parent */ ) {
  29856. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29857. }
  29858. };
  29859. //
  29860. function LensFlare() {
  29861. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29862. }
  29863. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29864. /* eslint-disable no-undef */
  29865. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29866. revision: REVISION,
  29867. } } ) );
  29868. /* eslint-enable no-undef */
  29869. }
  29870. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29871. exports.AddEquation = AddEquation;
  29872. exports.AddOperation = AddOperation;
  29873. exports.AdditiveBlending = AdditiveBlending;
  29874. exports.AlphaFormat = AlphaFormat;
  29875. exports.AlwaysDepth = AlwaysDepth;
  29876. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29877. exports.AmbientLight = AmbientLight;
  29878. exports.AmbientLightProbe = AmbientLightProbe;
  29879. exports.AnimationClip = AnimationClip;
  29880. exports.AnimationLoader = AnimationLoader;
  29881. exports.AnimationMixer = AnimationMixer;
  29882. exports.AnimationObjectGroup = AnimationObjectGroup;
  29883. exports.AnimationUtils = AnimationUtils;
  29884. exports.ArcCurve = ArcCurve;
  29885. exports.ArrayCamera = ArrayCamera;
  29886. exports.ArrowHelper = ArrowHelper;
  29887. exports.Audio = Audio;
  29888. exports.AudioAnalyser = AudioAnalyser;
  29889. exports.AudioContext = AudioContext;
  29890. exports.AudioListener = AudioListener;
  29891. exports.AudioLoader = AudioLoader;
  29892. exports.AxesHelper = AxesHelper;
  29893. exports.AxisHelper = AxisHelper;
  29894. exports.BackSide = BackSide;
  29895. exports.BasicDepthPacking = BasicDepthPacking;
  29896. exports.BasicShadowMap = BasicShadowMap;
  29897. exports.BinaryTextureLoader = BinaryTextureLoader;
  29898. exports.Bone = Bone;
  29899. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29900. exports.BoundingBoxHelper = BoundingBoxHelper;
  29901. exports.Box2 = Box2;
  29902. exports.Box3 = Box3;
  29903. exports.Box3Helper = Box3Helper;
  29904. exports.BoxBufferGeometry = BoxBufferGeometry;
  29905. exports.BoxGeometry = BoxGeometry;
  29906. exports.BoxHelper = BoxHelper;
  29907. exports.BufferAttribute = BufferAttribute;
  29908. exports.BufferGeometry = BufferGeometry;
  29909. exports.BufferGeometryLoader = BufferGeometryLoader;
  29910. exports.ByteType = ByteType;
  29911. exports.Cache = Cache;
  29912. exports.Camera = Camera;
  29913. exports.CameraHelper = CameraHelper;
  29914. exports.CanvasRenderer = CanvasRenderer;
  29915. exports.CanvasTexture = CanvasTexture;
  29916. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29917. exports.CineonToneMapping = CineonToneMapping;
  29918. exports.CircleBufferGeometry = CircleBufferGeometry;
  29919. exports.CircleGeometry = CircleGeometry;
  29920. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29921. exports.Clock = Clock;
  29922. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29923. exports.Color = Color;
  29924. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29925. exports.CompressedTexture = CompressedTexture;
  29926. exports.CompressedTextureLoader = CompressedTextureLoader;
  29927. exports.ConeBufferGeometry = ConeBufferGeometry;
  29928. exports.ConeGeometry = ConeGeometry;
  29929. exports.CubeCamera = CubeCamera;
  29930. exports.CubeGeometry = BoxGeometry;
  29931. exports.CubeReflectionMapping = CubeReflectionMapping;
  29932. exports.CubeRefractionMapping = CubeRefractionMapping;
  29933. exports.CubeTexture = CubeTexture;
  29934. exports.CubeTextureLoader = CubeTextureLoader;
  29935. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29936. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29937. exports.CubicBezierCurve = CubicBezierCurve;
  29938. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29939. exports.CubicInterpolant = CubicInterpolant;
  29940. exports.CullFaceBack = CullFaceBack;
  29941. exports.CullFaceFront = CullFaceFront;
  29942. exports.CullFaceFrontBack = CullFaceFrontBack;
  29943. exports.CullFaceNone = CullFaceNone;
  29944. exports.Curve = Curve;
  29945. exports.CurvePath = CurvePath;
  29946. exports.CustomBlending = CustomBlending;
  29947. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29948. exports.CylinderGeometry = CylinderGeometry;
  29949. exports.Cylindrical = Cylindrical;
  29950. exports.DataTexture = DataTexture;
  29951. exports.DataTexture2DArray = DataTexture2DArray;
  29952. exports.DataTexture3D = DataTexture3D;
  29953. exports.DataTextureLoader = DataTextureLoader;
  29954. exports.DecrementStencilOp = DecrementStencilOp;
  29955. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29956. exports.DefaultLoadingManager = DefaultLoadingManager;
  29957. exports.DepthFormat = DepthFormat;
  29958. exports.DepthStencilFormat = DepthStencilFormat;
  29959. exports.DepthTexture = DepthTexture;
  29960. exports.DirectionalLight = DirectionalLight;
  29961. exports.DirectionalLightHelper = DirectionalLightHelper;
  29962. exports.DirectionalLightShadow = DirectionalLightShadow;
  29963. exports.DiscreteInterpolant = DiscreteInterpolant;
  29964. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29965. exports.DodecahedronGeometry = DodecahedronGeometry;
  29966. exports.DoubleSide = DoubleSide;
  29967. exports.DstAlphaFactor = DstAlphaFactor;
  29968. exports.DstColorFactor = DstColorFactor;
  29969. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29970. exports.DynamicCopyUsage = DynamicCopyUsage;
  29971. exports.DynamicDrawUsage = DynamicDrawUsage;
  29972. exports.DynamicReadUsage = DynamicReadUsage;
  29973. exports.EdgesGeometry = EdgesGeometry;
  29974. exports.EdgesHelper = EdgesHelper;
  29975. exports.EllipseCurve = EllipseCurve;
  29976. exports.EqualDepth = EqualDepth;
  29977. exports.EqualStencilFunc = EqualStencilFunc;
  29978. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29979. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29980. exports.Euler = Euler;
  29981. exports.EventDispatcher = EventDispatcher;
  29982. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29983. exports.ExtrudeGeometry = ExtrudeGeometry;
  29984. exports.Face3 = Face3;
  29985. exports.Face4 = Face4;
  29986. exports.FaceColors = FaceColors;
  29987. exports.FileLoader = FileLoader;
  29988. exports.FlatShading = FlatShading;
  29989. exports.Float32Attribute = Float32Attribute;
  29990. exports.Float32BufferAttribute = Float32BufferAttribute;
  29991. exports.Float64Attribute = Float64Attribute;
  29992. exports.Float64BufferAttribute = Float64BufferAttribute;
  29993. exports.FloatType = FloatType;
  29994. exports.Fog = Fog;
  29995. exports.FogExp2 = FogExp2;
  29996. exports.Font = Font;
  29997. exports.FontLoader = FontLoader;
  29998. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29999. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30000. exports.FrontSide = FrontSide;
  30001. exports.Frustum = Frustum;
  30002. exports.GammaEncoding = GammaEncoding;
  30003. exports.Geometry = Geometry;
  30004. exports.GeometryUtils = GeometryUtils;
  30005. exports.GreaterDepth = GreaterDepth;
  30006. exports.GreaterEqualDepth = GreaterEqualDepth;
  30007. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30008. exports.GreaterStencilFunc = GreaterStencilFunc;
  30009. exports.GridHelper = GridHelper;
  30010. exports.Group = Group;
  30011. exports.HalfFloatType = HalfFloatType;
  30012. exports.HemisphereLight = HemisphereLight;
  30013. exports.HemisphereLightHelper = HemisphereLightHelper;
  30014. exports.HemisphereLightProbe = HemisphereLightProbe;
  30015. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30016. exports.IcosahedronGeometry = IcosahedronGeometry;
  30017. exports.ImageBitmapLoader = ImageBitmapLoader;
  30018. exports.ImageLoader = ImageLoader;
  30019. exports.ImageUtils = ImageUtils;
  30020. exports.ImmediateRenderObject = ImmediateRenderObject;
  30021. exports.IncrementStencilOp = IncrementStencilOp;
  30022. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30023. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30024. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30025. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30026. exports.InstancedMesh = InstancedMesh;
  30027. exports.Int16Attribute = Int16Attribute;
  30028. exports.Int16BufferAttribute = Int16BufferAttribute;
  30029. exports.Int32Attribute = Int32Attribute;
  30030. exports.Int32BufferAttribute = Int32BufferAttribute;
  30031. exports.Int8Attribute = Int8Attribute;
  30032. exports.Int8BufferAttribute = Int8BufferAttribute;
  30033. exports.IntType = IntType;
  30034. exports.InterleavedBuffer = InterleavedBuffer;
  30035. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30036. exports.Interpolant = Interpolant;
  30037. exports.InterpolateDiscrete = InterpolateDiscrete;
  30038. exports.InterpolateLinear = InterpolateLinear;
  30039. exports.InterpolateSmooth = InterpolateSmooth;
  30040. exports.InvertStencilOp = InvertStencilOp;
  30041. exports.JSONLoader = JSONLoader;
  30042. exports.KeepStencilOp = KeepStencilOp;
  30043. exports.KeyframeTrack = KeyframeTrack;
  30044. exports.LOD = LOD;
  30045. exports.LatheBufferGeometry = LatheBufferGeometry;
  30046. exports.LatheGeometry = LatheGeometry;
  30047. exports.Layers = Layers;
  30048. exports.LensFlare = LensFlare;
  30049. exports.LessDepth = LessDepth;
  30050. exports.LessEqualDepth = LessEqualDepth;
  30051. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30052. exports.LessStencilFunc = LessStencilFunc;
  30053. exports.Light = Light;
  30054. exports.LightProbe = LightProbe;
  30055. exports.LightShadow = LightShadow;
  30056. exports.Line = Line;
  30057. exports.Line3 = Line3;
  30058. exports.LineBasicMaterial = LineBasicMaterial;
  30059. exports.LineCurve = LineCurve;
  30060. exports.LineCurve3 = LineCurve3;
  30061. exports.LineDashedMaterial = LineDashedMaterial;
  30062. exports.LineLoop = LineLoop;
  30063. exports.LinePieces = LinePieces;
  30064. exports.LineSegments = LineSegments;
  30065. exports.LineStrip = LineStrip;
  30066. exports.LinearEncoding = LinearEncoding;
  30067. exports.LinearFilter = LinearFilter;
  30068. exports.LinearInterpolant = LinearInterpolant;
  30069. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30070. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30071. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30072. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30073. exports.LinearToneMapping = LinearToneMapping;
  30074. exports.Loader = Loader;
  30075. exports.LoaderUtils = LoaderUtils;
  30076. exports.LoadingManager = LoadingManager;
  30077. exports.LogLuvEncoding = LogLuvEncoding;
  30078. exports.LoopOnce = LoopOnce;
  30079. exports.LoopPingPong = LoopPingPong;
  30080. exports.LoopRepeat = LoopRepeat;
  30081. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30082. exports.LuminanceFormat = LuminanceFormat;
  30083. exports.MOUSE = MOUSE;
  30084. exports.Material = Material;
  30085. exports.MaterialLoader = MaterialLoader;
  30086. exports.Math = _Math;
  30087. exports.Matrix3 = Matrix3;
  30088. exports.Matrix4 = Matrix4;
  30089. exports.MaxEquation = MaxEquation;
  30090. exports.Mesh = Mesh;
  30091. exports.MeshBasicMaterial = MeshBasicMaterial;
  30092. exports.MeshDepthMaterial = MeshDepthMaterial;
  30093. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30094. exports.MeshFaceMaterial = MeshFaceMaterial;
  30095. exports.MeshLambertMaterial = MeshLambertMaterial;
  30096. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30097. exports.MeshNormalMaterial = MeshNormalMaterial;
  30098. exports.MeshPhongMaterial = MeshPhongMaterial;
  30099. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30100. exports.MeshStandardMaterial = MeshStandardMaterial;
  30101. exports.MeshToonMaterial = MeshToonMaterial;
  30102. exports.MinEquation = MinEquation;
  30103. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30104. exports.MixOperation = MixOperation;
  30105. exports.MultiMaterial = MultiMaterial;
  30106. exports.MultiplyBlending = MultiplyBlending;
  30107. exports.MultiplyOperation = MultiplyOperation;
  30108. exports.NearestFilter = NearestFilter;
  30109. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30110. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30111. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30112. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30113. exports.NeverDepth = NeverDepth;
  30114. exports.NeverStencilFunc = NeverStencilFunc;
  30115. exports.NoBlending = NoBlending;
  30116. exports.NoColors = NoColors;
  30117. exports.NoToneMapping = NoToneMapping;
  30118. exports.NormalBlending = NormalBlending;
  30119. exports.NotEqualDepth = NotEqualDepth;
  30120. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30121. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30122. exports.Object3D = Object3D;
  30123. exports.ObjectLoader = ObjectLoader;
  30124. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30125. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30126. exports.OctahedronGeometry = OctahedronGeometry;
  30127. exports.OneFactor = OneFactor;
  30128. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30129. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30130. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30131. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30132. exports.OrthographicCamera = OrthographicCamera;
  30133. exports.PCFShadowMap = PCFShadowMap;
  30134. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30135. exports.PMREMGenerator = PMREMGenerator;
  30136. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30137. exports.ParametricGeometry = ParametricGeometry;
  30138. exports.Particle = Particle;
  30139. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30140. exports.ParticleSystem = ParticleSystem;
  30141. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30142. exports.Path = Path;
  30143. exports.PerspectiveCamera = PerspectiveCamera;
  30144. exports.Plane = Plane;
  30145. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30146. exports.PlaneGeometry = PlaneGeometry;
  30147. exports.PlaneHelper = PlaneHelper;
  30148. exports.PointCloud = PointCloud;
  30149. exports.PointCloudMaterial = PointCloudMaterial;
  30150. exports.PointLight = PointLight;
  30151. exports.PointLightHelper = PointLightHelper;
  30152. exports.Points = Points;
  30153. exports.PointsMaterial = PointsMaterial;
  30154. exports.PolarGridHelper = PolarGridHelper;
  30155. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30156. exports.PolyhedronGeometry = PolyhedronGeometry;
  30157. exports.PositionalAudio = PositionalAudio;
  30158. exports.PropertyBinding = PropertyBinding;
  30159. exports.PropertyMixer = PropertyMixer;
  30160. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30161. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30162. exports.Quaternion = Quaternion;
  30163. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30164. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30165. exports.REVISION = REVISION;
  30166. exports.RGBADepthPacking = RGBADepthPacking;
  30167. exports.RGBAFormat = RGBAFormat;
  30168. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30169. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30170. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30171. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30172. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30173. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30174. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30175. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30176. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30177. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30178. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30179. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30180. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30181. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30182. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30183. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30184. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30185. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30186. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30187. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30188. exports.RGBDEncoding = RGBDEncoding;
  30189. exports.RGBEEncoding = RGBEEncoding;
  30190. exports.RGBEFormat = RGBEFormat;
  30191. exports.RGBFormat = RGBFormat;
  30192. exports.RGBIntegerFormat = RGBIntegerFormat;
  30193. exports.RGBM16Encoding = RGBM16Encoding;
  30194. exports.RGBM7Encoding = RGBM7Encoding;
  30195. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30196. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30197. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30198. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30199. exports.RGFormat = RGFormat;
  30200. exports.RGIntegerFormat = RGIntegerFormat;
  30201. exports.RawShaderMaterial = RawShaderMaterial;
  30202. exports.Ray = Ray;
  30203. exports.Raycaster = Raycaster;
  30204. exports.RectAreaLight = RectAreaLight;
  30205. exports.RedFormat = RedFormat;
  30206. exports.RedIntegerFormat = RedIntegerFormat;
  30207. exports.ReinhardToneMapping = ReinhardToneMapping;
  30208. exports.RepeatWrapping = RepeatWrapping;
  30209. exports.ReplaceStencilOp = ReplaceStencilOp;
  30210. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30211. exports.RingBufferGeometry = RingBufferGeometry;
  30212. exports.RingGeometry = RingGeometry;
  30213. exports.Scene = Scene;
  30214. exports.SceneUtils = SceneUtils;
  30215. exports.ShaderChunk = ShaderChunk;
  30216. exports.ShaderLib = ShaderLib;
  30217. exports.ShaderMaterial = ShaderMaterial;
  30218. exports.ShadowMaterial = ShadowMaterial;
  30219. exports.Shape = Shape;
  30220. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30221. exports.ShapeGeometry = ShapeGeometry;
  30222. exports.ShapePath = ShapePath;
  30223. exports.ShapeUtils = ShapeUtils;
  30224. exports.ShortType = ShortType;
  30225. exports.Skeleton = Skeleton;
  30226. exports.SkeletonHelper = SkeletonHelper;
  30227. exports.SkinnedMesh = SkinnedMesh;
  30228. exports.SmoothShading = SmoothShading;
  30229. exports.Sphere = Sphere;
  30230. exports.SphereBufferGeometry = SphereBufferGeometry;
  30231. exports.SphereGeometry = SphereGeometry;
  30232. exports.Spherical = Spherical;
  30233. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30234. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30235. exports.Spline = Spline;
  30236. exports.SplineCurve = SplineCurve;
  30237. exports.SplineCurve3 = SplineCurve3;
  30238. exports.SpotLight = SpotLight;
  30239. exports.SpotLightHelper = SpotLightHelper;
  30240. exports.SpotLightShadow = SpotLightShadow;
  30241. exports.Sprite = Sprite;
  30242. exports.SpriteMaterial = SpriteMaterial;
  30243. exports.SrcAlphaFactor = SrcAlphaFactor;
  30244. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30245. exports.SrcColorFactor = SrcColorFactor;
  30246. exports.StaticCopyUsage = StaticCopyUsage;
  30247. exports.StaticDrawUsage = StaticDrawUsage;
  30248. exports.StaticReadUsage = StaticReadUsage;
  30249. exports.StereoCamera = StereoCamera;
  30250. exports.StreamCopyUsage = StreamCopyUsage;
  30251. exports.StreamDrawUsage = StreamDrawUsage;
  30252. exports.StreamReadUsage = StreamReadUsage;
  30253. exports.StringKeyframeTrack = StringKeyframeTrack;
  30254. exports.SubtractEquation = SubtractEquation;
  30255. exports.SubtractiveBlending = SubtractiveBlending;
  30256. exports.TOUCH = TOUCH;
  30257. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30258. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30259. exports.TetrahedronGeometry = TetrahedronGeometry;
  30260. exports.TextBufferGeometry = TextBufferGeometry;
  30261. exports.TextGeometry = TextGeometry;
  30262. exports.Texture = Texture;
  30263. exports.TextureLoader = TextureLoader;
  30264. exports.TorusBufferGeometry = TorusBufferGeometry;
  30265. exports.TorusGeometry = TorusGeometry;
  30266. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30267. exports.TorusKnotGeometry = TorusKnotGeometry;
  30268. exports.Triangle = Triangle;
  30269. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30270. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30271. exports.TrianglesDrawMode = TrianglesDrawMode;
  30272. exports.TubeBufferGeometry = TubeBufferGeometry;
  30273. exports.TubeGeometry = TubeGeometry;
  30274. exports.UVMapping = UVMapping;
  30275. exports.Uint16Attribute = Uint16Attribute;
  30276. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30277. exports.Uint32Attribute = Uint32Attribute;
  30278. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30279. exports.Uint8Attribute = Uint8Attribute;
  30280. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30281. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30282. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30283. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30284. exports.Uniform = Uniform;
  30285. exports.UniformsLib = UniformsLib;
  30286. exports.UniformsUtils = UniformsUtils;
  30287. exports.UnsignedByteType = UnsignedByteType;
  30288. exports.UnsignedInt248Type = UnsignedInt248Type;
  30289. exports.UnsignedIntType = UnsignedIntType;
  30290. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30291. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30292. exports.UnsignedShort565Type = UnsignedShort565Type;
  30293. exports.UnsignedShortType = UnsignedShortType;
  30294. exports.VSMShadowMap = VSMShadowMap;
  30295. exports.Vector2 = Vector2;
  30296. exports.Vector3 = Vector3;
  30297. exports.Vector4 = Vector4;
  30298. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30299. exports.Vertex = Vertex;
  30300. exports.VertexColors = VertexColors;
  30301. exports.VideoTexture = VideoTexture;
  30302. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30303. exports.WebGLRenderTarget = WebGLRenderTarget;
  30304. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30305. exports.WebGLRenderer = WebGLRenderer;
  30306. exports.WebGLUtils = WebGLUtils;
  30307. exports.WireframeGeometry = WireframeGeometry;
  30308. exports.WireframeHelper = WireframeHelper;
  30309. exports.WrapAroundEnding = WrapAroundEnding;
  30310. exports.XHRLoader = XHRLoader;
  30311. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30312. exports.ZeroFactor = ZeroFactor;
  30313. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30314. exports.ZeroStencilOp = ZeroStencilOp;
  30315. exports.sRGBEncoding = sRGBEncoding;
  30316. Object.defineProperty(exports, '__esModule', { value: true });
  30317. })));